Not every mob is meant to be fought
Of course, if someone WANTED to fight every mob, they have every right to do so. Unless of course that mob continues respawning because that would just be a waste of time.
Maguuma Server
Ranger and Necromancer.
Why the hell did you use TinyURL for that when you can just do this:
https://forum-en.gw2archive.eu/forum/game/gw2/ANet-loves-difficulty-spikes/first#post2592962
…you can even put it in quote and a colon to have it compress into one or two words
Most people who are concerned about HiJack java by the way, know better than to click on most TinyURLs
(edited by ilr.9675)
I thought this was common knowledge?
There are encounters built entirely around the notion of using mobs to create tension and pressure as opposed to forces you’re meant to fight, which is why they’re so skiddish about removing leashes. For example; Infinitely re-spawning oozes when you’re escorting Magg across the Lava.
That said, try not too read too much into it.
There are ‘obstacle’ mobs. But, with a handful of exceptions, you see them during scripted events that give you an overarching objective unrelated or tangentially related to clearing the area. What’s going on in the hallways between said events is a whole different discussion entirely.
(edited by Vox Hollow.2736)
if only posting a link like this would be the final word on the matter. well one can dream
Oh, you’ll never get that kind of finality from something like that.
The Designer’s intentions doesn’t amount to much at the end of the day. What people are really looking for when they go sussing out word of god like that is whether or not something will be changed. That just depends on whether or not something is actually working out in practice, not what some sub-paragraph blurb rotting on a design document somewhere says.
(edited by Vox Hollow.2736)
I suppose the OP is lacking context. The discussion in dungeons is whether dungeon mobs are mean to be fought or skipped, and not about specific personal story missions.
Anet is trying to get the best of both worlds, however are having trouble doing so. They’ve mentioned before that they want to increase the rewards that regular mobs give along the way, but haven’t yet for fear that they’ll overbuff regular mobs too much. That’ll lead to people just doing the beginning of the dungeon, and not ever finishing.
It is clear that when they are trying to give more incentives to fight mobs, that they aren’t perfectly content with the way people are doing things. However, they won’t resort to just locking everything behind doors, because that will just drive people away from dungeons.
Much as I would hate using WoW as a reference, trash mobs in dungeons could have a minuscule chance to drop an item that could start some sort of chain to craft unique exotics, or even better the beginning of the scavenger hunt for precursors we were told was being kicked around over 6 months ago. Naturally some sort of heavy DR would need to be implemented that only reset upon completing the path to prevent just running in and out. You could even do this as a chance for the new T7 mats.
Knights of ARES, Dragonbrand
Good times, good memories
Much as I would hate using WoW as a reference, trash mobs in dungeons could have a minuscule chance to drop an item that could start some sort of chain to craft unique exotics, or even better the beginning of the scavenger hunt for precursors we were told was being kicked around over 6 months ago. Naturally some sort of heavy DR would need to be implemented that only reset upon completing the path to prevent just running in and out. You could even do this as a chance for the new T7 mats.
How will they implement that DR though?
To everyone as soon as they enter the dungeon? What if you leave want to leave a pug because you find out you’re in with some ‘Full cleric guardians’ or ‘Support eles’?
It would also make getting kicked from dungeons more painful.
“GW2’s PvE is almost as bad as the PvP.”
Yup thats what we need. More time gating….
And more RNG. Don’t forget RNG. Great idea you got there…
/sigh
It would probably be easier just to scale the end reward depending on how much you did. Something like 70% for just completing the dungeon, an additional 50% for killing everything along the way (proportional to how much you killed). Yes, I know that comes to 120%. Buff dungeon rewards, yo!
^ it’d still be a better reward:time ratio to skip all the trash.
Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]
Good idea Blood, and you know what would happen? We would find out the most optimal reward:time ratio in the sense of ’let’s find out which amount of trash we can kill in a timely fashion in order to get the most optimal reward out of it’.
You’re talking to the people that will always, no matter what, be the best and the fastest at doing dungeons. Even if trash would be unskippable, we would probably still do it faster than all other people in the game.
“People wanting content where Berserker sucks should remember that it needs be so hard
that they will cry, not just a river, but a huge ocean.” – Wethospu
It shows you have no respect for the guys who used their blood and sweat to put those trash mobs in dungeons.
\o/
/15 char.
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)
It would probably be easier just to scale the end reward depending on how much you did. Something like 70% for just completing the dungeon, an additional 50% for killing everything along the way (proportional to how much you killed). Yes, I know that comes to 120%. Buff dungeon rewards, yo!
This already happens. In the inquest path for SE you now kill both champs at the end (i.e. additional reward for killing more stuff) and burst down the champ wolf at the start of CoE for the champ bag.
See, and ANet didn’t even have to force people to grind boring silvers.
Morrï (Mesmer) | Serah Mahariel (Guardian) | Morrï Mahariel (Warrior)
“colesy’s on rampage today. Slaying casuals left, right and centre” – spoj
They should just make every trash mob in dungeons a champion. That would get more people killing them
Silvers should transform into Champions when you deal damage to them at a high enough rate after it’s been aggroed.
“GW2’s PvE is almost as bad as the PvP.”
Or how about when a trash mob dies, it drops an orb (they could use the model of the orb from Sanctum sprint) that temporarily applies a massive magic find boost to your party that gets renewed and stacks up higher as collect more orbs? And bosses provide a bigger orb depending on how fast they are killed. That would be pretty fun.
“GW2’s PvE is almost as bad as the PvP.”
(edited by zencow.3651)
It would probably be easier just to scale the end reward depending on how much you did. Something like 70% for just completing the dungeon, an additional 50% for killing everything along the way (proportional to how much you killed). Yes, I know that comes to 120%. Buff dungeon rewards, yo!
I think killing mobs w/ a party is cheesy and no need to buff any reward. Basically, what you need to do is hiding behind a women skirt (all my characters are female) and pray to god that she got all the aggro so you can get all the free hits. So what’s really a big deal about killing mobs w/ a party?
I propose to buff reward in Arah for those who love to kill mobs. If you kill those mobs all by yourself, you got 50% buffing reward. And there are plenty of tough enemies to wet your appetite. I guess, after spending a lot of time trying to kill those all by yourself, you would come to the same conclusion as I do: It’s pretty cheesy to kill mobs w/ a full party.
BTW, I skip mobs a lot too. Probably 90% of my time. The only time I didn’t skip is when I teach my personal guild’s members a complete dungeon walk through. Or if I want to learn the attack mechanics of those tough guys when I’m alone because I don’t want to waste the time of my party. They’re good in either way.
And I also create a guild for those loving to kill mobs. The problem is the number of people signing up for it is close to non-existent for a long time (contrary to our non-rep LFG Arah group)
(edited by SkyChef.5432)
^ it’d still be a better reward:time ratio to skip all the trash.
That is a prototype number, and isn’t set in stone.
Good idea Blood, and you know what would happen? We would find out the most optimal reward:time ratio in the sense of ’let’s find out which amount of trash we can kill in a timely fashion in order to get the most optimal reward out of it’.
You’re talking to the people that will always, no matter what, be the best and the fastest at doing dungeons. Even if trash would be unskippable, we would probably still do it faster than all other people in the game.
Killing mobs fast really isn’t an issue.
EDIT: Apparently the censor will strewn “kitten” across quotations and multiple lines.