I believe there’s no need to articulate the issue. So i’ll get straight to solution. Guild Wars’s 2 biggest crime in terms of PvE is that while it has a great character skill build system (numerous stat combos on gear, varied skills and traits), it lacks proper PvE incentive to try anything else then “kill them fast”.
Proper enemy mechanics and unique attack and defense patterns on them are in order. The superbosses like teq (immune to crits) or jungle wurm (high resistance to physical attacks but not conditions) are a start. But more is needed. Here are few of my ideas for new monster mechanics.
1. Aoe damage/shielding zone around a monster – the enemy is enveloped with a protective field that damages anyone inside it while also gradually lowers damage of any attack flying into it. The closer to the center (which is monster itself) the greater the damage, but lower defense value.
Any melee attacker will have to get up close and swallow constant, pulsing damage at it’s max. Here’s where having higher hp, higher armor and protection/regen comes into play. Glass cannons could not hope to endure such condition for long without proper healing in place.
Range attackers will have to face either sniping at range, but watching their damage dwindle as their shots move through the whole area of field facing it’s fulll defensive power, or moving closer, taking some damage, but having their own reduced by less.
Condition appliers would be in best situation, since the physical part of attack might be reduced by the field, but conditions are not, and can be applied from afar.
2. Enemies armed with nasty bouncing projectiles that do splash damage on hit, but have limited range of bounce. Stacking parties get to eat all of it, spread out parties wouldn’t be hurt too much.
3. High risk moments for physical attackers – for example that retalliation of mordrem wolves. But it can be pushed even further, for example moments when a beast will reflect 1/2 damage it receives back to attacker.
4. monster frenzy mechanic – noticing players hp drop low monster might enrage itself gaining boost to it’s speed, damage and using more lethal attacks. Obviously glass cannons who forgot their defense will be #1 fodder for such beasts.
5. Monster adaptation to attack. You attack monster with powerful physical attacks – it goes into physicall defense mode reducing damage heavily, while becoming susceptible to conditions. If you go with conditions, it’ll start clensing them off, but that will block it’s physical defense mode. Either one or the other. Obviously, condition damage would have to reach proper level of damage per second for the beast to choose condi clense instead of turtling from regular attacks.
6. Intimidating defense. If party defends well and a monster can’t lower any of it’s member’s hp below certain percentage it can become afraid and more susceptible to damage at least for a while. Of course that mechanic require that given beats has proper array of attacks that will thorougly test party’s defenses.
Well it ain’t perfect, but you get the general idea. Make those wild, rabid, carnivourous (or herbivourous in sylvari’s case!) beasts give those glass cannons a run for their money!