4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Control role needs strengthening
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I don’t think it’s really strengthening the role, it is more about insisting on the importance. What I am saying is that players will always follow the easiest course to a solution. At the moment it is DPS and have someone ensure survivability.
Control, Condition Damage, and support need a bit more love : mobs should be harder through the strategy of defeating them, and not just the HP. At the moment I think most mobs are not diversified in their role and instances do not promote enough extreme challenges other than fast DPS at the moment.
Mobs at the moments have some abilities. Let’s take the examples of dredges. Some dredges can give boons. Stripping these boons of is “ok” but not “great”, due to them being quickly killed through direct damage. Imagine now a “Juggernaut dredge”, a heavily armored beast with lots of toughness/armor, tons of damage, but low hp. This Juggernaut would be very resistant to direct damage (“wut 20 damage from my hundred blades zerker war ?”) but weak to condition damage. Condition damage builds are promoted against this type of enemy. The juggernauts being aware of this will always chase the guy with the highest CD.
Now mix the two types of dredge. To defeat them you have to : prevent the juggernauts from hitting the team Condition damagers (control), dps through condition damage, direct damage the buffers to prevent them from over buffing the juggernauts, and support your team by removing debuffs (cripples and snares) and buff them. This could be much more interesting than just over dpsing everything by pressing one key.
Overall at the moments the mobs are more or less a replica of players stats with more vitality. More diversity in stats (and more extreme) could be nice. And they are very rarely mixed groups. Too many dungeons have a “now we fight monster X type so we need to take these skills”, “next room we will see monsters Y”
Some ideas I am throwing at random :
- mobs with capped damage except when stunned/knockeddown (either bleed it to death, or stun it and burst it),
- fast moving mobs avoiding as much as possible direct damage (riflemen as in caudecus manor but with more)
- capped damage mobs, whatever you put on them you just have to kill through consistent damage.
Mobs variety could provide more challenge, and adding environment actions also do. Fights such as old tom are really good because although they are fast if you do not interact with the environment you may die painfully.
I’m fine if Zerker warriors and mesmers can dominate one dungeon, the challenges in this dungeon are tailored around DPS mechanics. But how about looking at other classes and giving them equivalent opportunity of challenges in other instances.
“You managed to do CoF in 8 minutes with with your warrior zerker team and got 1gold, good for you. We did #dungeonX with a mixed team in 16 minutes and got 2 gold.”
tldr : more active combat and organisation than “just” DPS ! Mob roles should be more extreme and more group diversified to promote diversified teams in dungeons.
I’ll use CC when they won’t have 2sec cast anymore. To remove 1 stack of defiant…
I’ll use CC when they won’t have 2sec cast anymore. To remove 1 stack of defiant…
I do agree ! A CC should remove as many defiant stacks as it would stun/knockdowm/knockdown someone !