Can't fight bad guys because of wild animals roaming around
Agreed. Not a game-breaking issues by any means; it’s just simply really, really annoying.
“Annoying” is not conducive to player retention.
I’m of the opinion that they need to adjust pretty much everything in regards to enemy density and combat behavior. Spread wildlife out a little more in the open world; put a little more space between groups of mobs within noteworthy areas; reduce respawn rate globally; increase the time before each event restarts; increase the radius of the tether to allow mobs to be moved further from their spawn point; remove the invulnerability effect when mobs are attacked from an unreachable position, allowing players to use terrain from a tactical perspective.
If they are worried that too few enemies and too much time between respawns will ruin things in areas of high population, well, isn’t that the point of the scaling feature they discussed before release? If they get that scaling feature to properly adjust density/respawn based on number of players, they can do all of the things I mentioned and the game would be better for it (in my opinion).
God no. Mobs need a smaller tether distance. Go run around Orr for an hour and you will feel the same after having the same pack of mobs continually aggro more stuff around you and chase you for 1/4 the length of the map.
(edited by fellyn.5083)
On the flip side it’s especially hilarious when the mob your fighting unintentionally hits a neutral mob and gets ganked by them.
You can also “bait” the enemy into hitting a yellow mob and gain an ally for a short bit.
Get aggro, kite towards a yellow and let the mob land a hit on the yellow. Yellow and the mob will then fight it out. Wait a bit; then take em both out. /win
This is even more fun in areas that have those huge walking “trees” that remain neutral till annoyed.
For those repeatedly posting the equivalent of “I’m annoyed because I’m too lazy to kite or selectively use my skills in combat, and so want enemies cleared out” I can only ask where are you even having these issues. (The only possibility that comes to mind are certain Dredge mines.)
I can’t remember any significant zones in which wandering yellow enemies were near my hostile enemies enough to cause me great concern, and I have -never- found an enemy I couldn’t appropriately kite to a safe zone except for Orr zones during event spawns.
For the person claiming enemy leashes are short… How far are you trying to kite them? The entire zone? You can drag most enemies a fair distance away before they try to reset. In addition to that, most enemies will treat certain other enemy types as hostile and begin fighting with them if you’re out of range.
Wasps and Boars in Queensdale. Trolls and Arctoduses in Frostgorge. Ettins and just-about-everything-else-in-the-game. Same with Wargs. The idea that you’re getting all of the attention in combat and can’t avoid it seems ridiculous to me.
I don’t mean for it to come off as a “learn to play” post, but the simple fact is that enemy placement and enemy population isn’t a significant problem until you get to certain areas in Malchor’s Leap. (I would even argue that Malchor’s Leap is the ONLY zone that needs to be reevaluated in this regard, the Cursed Shore is fine.) If you’re dying in lower level zones because you’re getting swarmed… Fight enemies towards the outskirts of where they generally spawn, try different weapons, or bring a partner.
I find it hilarious whenever I kill a bunch of forrest critters that can fight back!
It also makes me think about what attacks I should be using and about positioning myself and my enemies.
WvW Captain – Horde of Miscreations, Borlis Pass Alliance
Having additional mobs within range requires you to consider which attack is appropriate under those conditions. Clear the adds before going for the primary target and you’re good. I don’t understand the problem with this.
Waiting For Death [WFD]
@ Borlis Pass Server
Mob density is way too high in some areas. Respawn rates are off the chart in some spots as well. They say they’re working on that last bit. It shouldn’t have been so high to begin with and there would be nothing to adjust.
If total density was relaxed a bit then pulling neutral mobs wouldn’t happen as often.
Yellow creatures have nice bonus XP. I don’t see the problem.
Additional points for when an enemy mob tags one and gets his-/herself owned.