Finishing NPC's in PvE - good thing
Change it to only Veterans and above you have to do it on, and I’ll probably be okay with them keeping it permanently.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Only unique thing I’ve read here is that NPCs should have a down state, which actually sounds like a beneficial change. No more, oh, you died one second before the enemy died. Time to spend 20 seconds ressing you…
And yeah, veterans and above should have a downed state. Giving it to everybody would suck.
Change it to only Champions and above you have to do it on, and I’ll probably be okay with them keeping it permanently.
Fixed it for ya’
I absolutely detest the ‘finish them!’ mechanic and animation, though. Takes too long, looks all dramatic and cheesy. I could get into it if it was a little more ‘Gangs of New York’ and less ‘West Side Story’, but ultimately I don’t see the need for another step between me and my loot.
And on the topic of immersion and making enemies feel more ‘realistic’, my money’s on a cure for the strain of rabies that afflicts most of the wildlife in Tyria. Also, maybe have some of the more lowly bad guys recognize my ‘leet gear and go ’Uh oh, look at that guy. I bet he could kick all our kitten. Hope he leaves when he’s done choppin’ that wood!’.
Have you ever made some DEs solo where you have to defend a town against hordes of mobs or something like that ? Where you have to kill masses and masses of mobs, and nearly don’t have enough time to get that all done ?
Yeah .. would be great if you would also have to finsish them also /sarcasm
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Using it for all creatures would be a bad idea. For veterans and higher rank it comes in handy, to give players a little extra time to get in some damage when the creature is overwhelmed by a massive zerg, and to make people target also smaller creatures, to prevent the boss being revived by them.
But for normal creatures, and for veterans and elites within instances that appear in high numbers, it should be random. Something that doesn’t always happen. Defeat 20 monsters, only 2-3 get downed. Defeat a wave of enemies in an event, only a couple of them get downed, the rest go directly to defeated.
Something to break the monotony of merely targeting priority enemies, by forcing you to change your target to the one going to revive the elite you just downed, or to defeat the one with ranged revive skills first just in case. But not for every single one like with the Toxic sylvari.
So It’ll keep it just for the “boss” of an event that is the main target of the event, and for the rest, make it random and infrequent.
My suggestion is:
Only Vets and higher rank humanoid NPCs
Friendly NPCs get downed and can be brought back on their feet
Hostile and Friendly NPCs alike have the ability to Finish downed enemies and Revive downed allies
(Optional) Make it so that NPC downed health is lower than Player downed health
How about this: If the final damage tick is for less than x% of the humanoid’s health, then they become downed instead of dying. If the final damage tick is equal to or greater than x% then they simply die.
This would allow the downed state often enough to where it adds flavor and strategy, but not make it so frequent that you stop playing the game out of frustration while trying to complete an event with 1-3 people.
But for normal creatures, and for veterans and elites within instances that appear in high numbers, it should be random. Something that doesn’t always happen. Defeat 20 monsters, only 2-3 get downed. Defeat a wave of enemies in an event, only a couple of them get downed, the rest go directly to defeated.
Ha! I like this, use RNG to do some good for a change.
You think players and mobs are alike?
Let me know the next time you one hit kill a champion/boss, are immune to CC an entire boss fight, take only 0.1% hp damage from a boss/champ attack, are immune to damage that isn’t turret damage, and have a constant supply of minions that automatically respawn when they get killed.
If you want more realism in the game, then make bosses/champions similar to players and not have unrealistic stats.
For that matter, make damage animations reflect the actual damage being dealt. If the animation shows me splitting an enemy in half with my sword, that enemy should be dead and not taking 10% hp damage. I mean making mobs go into a recoverable downed state after that is the most unrealistic thing imagineable.
(edited by Ellisande.5218)