mob health in cursed shore

mob health in cursed shore

in Suggestions

Posted by: Jubber.2107

Jubber.2107

The individual mobs placed every square metre in cursed shore does mean that its a big effort to run or fight your way from one point to the next. The fact that they may in certain instances each take long to kill is not in itself frustrating but when you couple this fact with the way DE’s work it seems imbalanced. When I’m alone ranging through the hills taking enemies on 1 by 1 seems to work well.

When I’m in a DE, say for instance in the Plinx DE chain there might be 50 other players with me. The idea is that the events are easier and they are but now they are on the other extreme. The mobs die in seconds and as a ranger with aoe skills which take longer than the spawn rates to cooldown I find myself unable to deal enough damage in those few seconds to be eligible to get a drop.

Please scale an individual mob’s hp up proportionally based on how many players have it targeted or who are dealing damage to it. When a group of enemies are flash-fried by necromancer marks and elementalist aoe in the second it takes you to target them then it discourages participation in the event because you know you won’t get any drops from them.
I know that joining a party reduces this problem but what about the players who are the odd ones out or who are unable to join a party because they are all full or unwilling to accept players in?