Spawn rate is too fast
This is a real big problem in keeping the game world somewhat realistic. It makes you realize that there’s still 10 centaurs sitting in the field and nothing has changed.
yeah its annoying as ****. hated it since the first hours of playing.
I just can’t help replying with my agreement every time one of these threads pops up. I’m one of the countless people who have posted the same thing — the environments in this game are way over-packed as it is, but with respawns that can be as low as a few seconds, it’s made 100x worse. There are mobs in the game that come back almost instantly, forcing you to run away from the spawn point to avoid an endless loop of combat. Action-heavy MMOs are fine, but they need some pacing with highs and lows or the action just becomes a repetitive grind and loses its intensity.
Indeed. Oh man, have you tried fighting those ascalonian ghosts?!
There’s one place where, on your way to a vista, you come to a flat open
area. It contains like 10 or something of those warriors. You can barely
manage to kill 5 before they’re back.
I seriously like AoE Grinding , but they should really increase the spawn timer of different NPC’s in Guild Wars 2. A friend of mine and me did some AoE Grinding, we hardly managed to stay alive with this incredible fast spawns
Try Orr, its the most annoying of all the others area.
I say adjust the respawn rate based on how many players are in the area.
When players join, rate increases.
When players leave, rate decreases.
I do agree, the respawn rate for mobs can be unmanageable and excessive. It can get absolutely unbearable when fighting stronger monsters like veteran or champion mobs when you constantly need to re-kill weaker spawns around them. I absolutely refuse to enter the water as well. There are too many monsters in too little space along with 3 dimensions the player needs to heed regardless of the fact they cannot see behind, below and above them. This combined with the fact that the respawn rate is much too fast to kill, recuperate, and escape and the agro range of the mobs simply compounds the problem and forces anyone who enters the water into a perpetual fight for their lives against increasingly difficult waves of the same enemy.