BUFF open word enemies!
i thought pocket raptors were enough.
People have already moaned enough about HoT enemies being too tough, so I can’t see that going over well. At this point, I think the separation in zones/difficulty is fine— HoT is available for those who prefer more of a challenge, and the core maps are still there for those who want a more relaxing mode of play. (As much as I like HoT, there are times when I like to wander maps in a more mindless manner, too).
core game is for training, once you hit 80, all your characters be 80 simply through that one character gathering tomes and the like (that’s how I have 7 80’s even though I really only play 1) the hard content is heart of thrones, open world before that needs to be casual so you can farm materials and equipment/items at a decent pace as you head towards fractals and harder
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So, like spell checker and thesaurus will do more damage?
Give all enemies a 5 second knockdown with 5 second recast .. because this was soooo fun when i tried Verdant Brink the first time.
Cmon ANet .. don’t miss that chance to loose even more players thanks to “challenging” whatever.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
i thought pocket raptors were enough.
Pocket raptor need parachutes so they can jump down from the trees to surprise you and should grow larger and do more damage as you attack them! joking…
Listen guys I’m not talking about taking about making the core world as challenging as HoT. What I’m suggesting is that the devs take a look at “old world” mobs and make the encounters more engaging and interesting. They’ve developed a lot of tech since launch. Maybe they can use it. I’m sure they’ve learned about designing enemies. I’m just looking for a refresh.
It’s a walk in the park for fore elite specs, but a good portion of players going through core maps are core players and f2p players who don’t have the extra spec. Throw too much stuff into the early maps and people get overwhelmed. My first experience through hots was frustrating confusing and I put it as side for a few weeks. A few of my guild mates still refuse to do the content. I cant imagine someone starting the game and have to deal with buffed up mobs.
I’m just looking for a refresh.
Then look elsewhere instead of trying to reduce other players’ fun.
It’s a walk in the park for fore elite specs, but a good portion of players going through core maps are core players and f2p players who don’t have the extra spec. Throw too much stuff into the early maps and people get overwhelmed. My first experience through hots was frustrating confusing and I put it as side for a few weeks. A few of my guild mates still refuse to do the content. I cant imagine someone starting the game and have to deal with buffed up mobs.
That’s because you’ve been spoiled by braindead mobs.
Frankly, I’d love to have the core mobs revamped – Leave their Time-to-kill and DPS about the same, but give them more mobility and active mechanics so players can actually play around them. I think many classes would appreciate being able to actually use their mechanics to their full extent (Especially boon and condition play).
I miss the mobility of HoT mobs in core tyria. Just… plz no more jungle tendrils.
Te Nosce [TC]
(edited by Ubi.4136)
Given the number of threads I’ve read this year about mobs and certain activities being too hard? My answer is no. Let’s not go in that direction again.
I had no idea that HoT traumatized so many people. It’s kind of funny…
Would it make any difference if mobs only went into super saiyen mod when they were fighting level 80 players. By super saiyen mode I mean gain access to 1 or 2 new attacks or gain buff that they don’t usually have.
Also there is no good reason why we don’t have a mob in the game called Thunder Cat.
:D Thunder… Thunder! THUNDER CATS! GO!
I do like your ideas… but the central maps do need to stay safer for learning/mapping/just relaxing. So I came up with an idea that might work – and borrows from the recent bandit events.
Imagine there’s a totem of some sort. You find it in a cave or through some collection. If you carry this totem, it enrages any creatures you meet, giving them the powers you describe but they only use these powers on the totem carrier.
EDIT: On further thought, it would tie in nicely with the recent blood-crazed beasts event. Maybe instead of a totem you find some a special shard of bloodstone that enrages beasts. It could even be called… bloodstoneite.
(edited by Zoltar MacRoth.7146)
disagree
it is not a good news for f2p users
I had no idea that HoT traumatized so many people. It’s kind of funny…
Would it make any difference if mobs only went into super saiyen mod when they were fighting level 80 players. By super saiyen mode I mean gain access to 1 or 2 new attacks or gain buff that they don’t usually have.
People are still upset that the cleric in the newest story instance requires you take down her shield in order to kill her.
Does that answer your question?
that was fun though. not even hard. honestly i wish there was a 10 second timer there that would insta kill you if you didnt do it right. and make her do more damage.
I disagree with buffing mobs. Core Tyria is a place to get your footing; many new players will probably find the difficulty just right plus it’s nice to go back on an alt and just cruise through the mobs. Some people prefer very casual mobs/enemies that are quick and easy to take down or have limited play time.
HoT introduced a step up from mob difficulty and at the time many players complained it was too harsh. Raids is the next bar of difficulty and to some – actual challenging content.
I agree in a way though that Core Tyria mobs are pretty straight forward and their skills are quite bland/boring. Maybe make the animations more exciting or their combat queues more dynamic?
So if there are any devs looking at this thread… I can only speak for myself but I don’t think I’m on only player that would appreciate seeing some of the new tech come to the core game. Along with the stuff at the top I would like to see…
-Spiders that jump on your face and pump poison though your eyeballs
-Jotun that smash the ground so hard a wave of earth knocks you to the ground
-Enemy casters that create physical barriers that can be destroyed or jumped over
- Ettin that beserk
- Imps that use chrono magic
- Cave trolls that can create darkness like the cave in TD
- Krait capable of using reaper shrouds
- Ogre druids!
‘Old World’ mobs are mostly lame, and appropriately easy to kill. Because they’re lame.
I expect a mob’s difficulty to be on par with it’s basic enemy type and appearance, and it’s bad enough that all of core maps until Orr are mostly full of the same insipid sort of trash you expect to find only in starter zones, buffing them just upgrades a mild bother into an actual annoyance.
I would definitely not mind seeing more steam creatures, demons and other humanoids around though.
If A-net is going to be buffing mobs, they need to do so in a gradual sense. By this, I mean the lower-leveled zones shouldn’t be changed at all; the mid-leveled zones should have enemies with a new mechanic or two; high-mid level zones should have a few new mechanics; and the 70+ zones should have the most new mechanics.
Yes, yes, it may put off current players who had the “luxury” to go through it when it was face-roll. But over-time, this small, incrementing difficulty will churn out sturdier new players who will have less of a shock going from The Silverwastes to Verdant Brink.
It would help if some core events were changed to be harder or atleast not on a set schedule.
Take SB for example, me and a friend saw Brenda (the beer escort) last night and started talking about how confused the new people would be having to do a pre to start SB.
They’ll NEVER experience Brenda, the old school SB portals, or even simple pleasures like the Queensdale Champ train.
[HaHa] Hazardous Hallucination
There’s a reason why mob difficulty and density in Orr got nerfed since the start of the game.
Just saying.
Remember, remember, 15th of November
I think they should buff core enemies, sort of, but along guidelines that make them not irritating to fight:
1. Be very judicious, not liberal, with CC spam. Enemy attack patterns should NEVER open their attack patterns with Cripple, immob or CC, or long-duration condis. Combat shouldn’t be a complete pain in the kitten to get out of.
2. Give faster, lighter-hitting attack combos.
3. Greater mobility/position play of the mobs, but without actual Evade frames.
4. Much shorter evade/block phases. Perhaps more use of short-duration blind (What the hell is with Dust Mite’s multi-minute blinds!?) and aegis on mobs (NOT blind/evade fields) – Nobody likes sitting on their thumbs waiting for a mob to become vulnerable to attack again.
5. Very judicious use of Defiance, or modify it so that Cripples, Blinds, Weakness and other soft CC still take full effect on veterans and lower. Unbreakable bars should be replaced with Earth-elemental-style stability (No Stun/daze/immob/knockdown/launch). Sure, no CC-immunity makes large group enemies a joke to zergs, but control should still be functional and critical in solo and small-team play.
6. Better enemy teamfight compositions. Between Punishers, Tormenters, and Snipers, I’m pretty sure everyone can attest to Mass Mordrem Guard causing too much area denial spam for fun fights. (However – I think this is simply a problem with the Into the Ruins Pale Reaver event, and somewhat in the Mouth of Mordremoth pre-events)
It would help if some core events were changed to be harder or atleast not on a set schedule.
Take SB for example, me and a friend saw Brenda (the beer escort) last night and started talking about how confused the new people would be having to do a pre to start SB.
They’ll NEVER experience Brenda, the old school SB portals, or even simple pleasures like the Queensdale Champ train.
The queensdale champ train was a blight on the game, not a pleasure. And the Shadow Beast DOES require a pre-event to start. All world bosses do.
That said – I wish they’d revamp Barradin’s Crypt into a world boss. Ascalon needs one.
So if there are any devs looking at this thread… I can only speak for myself but I don’t think I’m on only player that would appreciate seeing some of the new tech come to the core game. Along with the stuff at the top I would like to see…
-Spiders that jump on your face and pump poison though your eyeballs
-Jotun that smash the ground so hard a wave of earth knocks you to the ground
-Enemy casters that create physical barriers that can be destroyed or jumped over
- Ettin that beserk
- Imps that use chrono magic
- Cave trolls that can create darkness like the cave in TD
- Krait capable of using reaper shrouds
- Ogre druids!
Haha! Yeah… and skritt that steal your pants.
What? I can’t be the only one who’s thinking it.
So if there are any devs looking at this thread… I can only speak for myself but I don’t think I’m on only player that would appreciate seeing some of the new tech come to the core game. Along with the stuff at the top I would like to see…
-Spiders that jump on your face and pump poison though your eyeballs
-Jotun that smash the ground so hard a wave of earth knocks you to the ground
-Enemy casters that create physical barriers that can be destroyed or jumped over
- Ettin that beserk
- Imps that use chrono magic
- Cave trolls that can create darkness like the cave in TD
- Krait capable of using reaper shrouds
- Ogre druids!Haha! Yeah… and skritt that steal your pants.
What? I can’t be the only one who’s thinking it.
Please keep your Skritt fantasies out of the MS Word buffing thread, thank you.
So, like spell checker and thesaurus will do more damage?
Ouch. :P
And dangit, I actually got a little excited to see the recommendation of buffing open-world enemies. Turns out the suggestions were more silly than sincere. :|
I’m not thinking of a huge boost, either, just something to make the mobs a bit more engaging and easing the transition from, for example, level 50 to level 80. Tweak up the damage a little, though updating mechanics is really what’s needed. More enemy self-boons, a few more replications of class abilities, that sort of thing. That way, when players run into several pseudo-thief mobs in HoT, it’s less of a shock.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
So, like spell checker and thesaurus will do more damage?
Ouch. :P
And dangit, I actually got a little excited to see the recommendation of buffing open-world enemies. Turns out the suggestions were more silly than sincere. :|
I’m not thinking of a huge boost, either, just something to make the mobs a bit more engaging and easing the transition from, for example, level 50 to level 80. Tweak up the damage a little, though updating mechanics is really what’s needed. More enemy self-boons, a few more replications of class abilities, that sort of thing. That way, when players run into several pseudo-thief mobs in HoT, it’s less of a shock.
Just having some fun, that’s all.
I could see enemy mechanics being tinkered with , but not for the sake of pushing back other new content.