Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

This will make dungeons funner and more exciting, trust me.

Also, add a timer in the game so you know which paths you can do next.

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(edited by Daecollo.9578)

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

in Fractals, Dungeons & Raids

Posted by: Malediktus.9250

Malediktus.9250

50% less health, 100% more damage would be a deal, but 10% is nothing

1st person worldwide to reach 35,000 achievement points.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: EverythingXen.1835

EverythingXen.1835

Cut em both in half, and double/triple the number of mobs.

There’s no fun in a group of 5 guildmates and some NPCs taking so long to kill 2 no-name garbage mobs.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: ZombiesTT.3619

ZombiesTT.3619

I don’t think damage should be increased anymore because glass cannons already go down extremely quickly.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: CrazyGoNuts.9536

CrazyGoNuts.9536

Cut em both in half, and double/triple the number of mobs.

There’s no fun in a group of 5 guildmates and some NPCs taking so long to kill 2 no-name garbage mobs.

This is a better idea. The game is fun when you are using all of your abilities and positioning against multiple enemies, not when you’re fighting a couple damage sponges.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

in Fractals, Dungeons & Raids

Posted by: Shooopa.5632

Shooopa.5632

What they need are more interesting enemies to fight and cut back their health.

Geheron being invincible until you get through his lava rocks and throw something at him is a good mechanic.

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Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: gibby.9328

gibby.9328

i’m with this idea… it drives me nuts that once you have figured out the mechanics of the bosses and mobs, you have to rinse/repeat about 120 times to get them down. why?!

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Dead.7385

Dead.7385

I don’t think ALL dungeon mobs need a flat out blanket 50% hp reduction (which is quite a random number to choose). Some runs go quite a bit faster than most think, even with “speed bump mobs” (AC Spider/champions for example). A 10% dmg increase with that amount of HP chucked off wouldn’t balance it out at all.

It is just specific mobs on certain paths that need adjusting. Each path should have a recommended length (short/medium/long) with more chests and tokens going to the longer routes.

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

in Fractals, Dungeons & Raids

Posted by: Daecollo.9578

Daecollo.9578

All the mobs have way too much HP… except the smaller mobs.

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Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Dogblaster.6713

Dogblaster.6713

Ye why not. Lets do explorable dungeon in 5-10 min now

I agree lets make their HP lower but make explorable dungeons 2-3x harder and longer. I am sick of running 20 min runs with closed eyes all the time. Only Arah is enjoybale for me so far

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Daecollo.9578

Daecollo.9578

so? we HAVE to do three of them to get any decent amount of tokens.

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Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

in Fractals, Dungeons & Raids

Posted by: Auesis.7301

Auesis.7301

I agree with reducing health and increasing head count. Once you have figured out an enemy’s capabilities, it’s just boring whittling down the ludicrous HP bar. Instead, put more pressure on us with numbers.

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Resident Thief

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Crater.1625

Crater.1625

I’ve found that it takes on average about 20 seconds per ‘silver’ enemy to win an encounter, in an average~slightly-above-average PUG. I haven’t found that to be an unreasonable amount of HP at all.

For people who think that an across-the-board reduction in enemy health is the way to go: How long should it take, per enemy?

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Ruien.9506

Ruien.9506

Just no. No other game in MMO history has given a new person soo many ways to have the exact same quality of gear as the guy who has played for months.

Please leave the dungeons alone. If you cant do them, how about doing the other 4 ways to get the same gear quality?

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Bubbles.1047

Bubbles.1047

Just no. No other game in MMO history has given a new person soo many ways to have the exact same quality of gear as the guy who has played for months.

Please leave the dungeons alone. If you cant do them, how about doing the other 4 ways to get the same gear quality?

1. GW1 was way more lenient in regard to getting the best gear.
2. Are you saying MMOs aren’t allowed to do anything for the first time ever? How would new features get introduced to the genre?

Lower the health of all dungeon mobs in the game by 50%, raise damage done by 10%.

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Posted by: Wasabi Kitty.8247

Wasabi Kitty.8247

I don’t think damage should be increased anymore because glass cannons already go down extremely quickly.

That’s kind of the point of a glass cannon

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