I’ve been doing some map completions recently. This adventure underlines entirely how trivial it is to run around with no challenge or opposition. You can easily face tank veterans without moving, run into groups of mobs and watch them all drop like flies. While I know the matter of difficulty is a divisive topic that has been discussed before with people in both camps being very passionate, I want to suggest some changes that at the very least would make the journey more interesting.
Enemies
Whether easy or difficult, enemies don’t really seem to react. They just execute a cycle of abilities. They’re punching bags sitting in your punishment. Upping their health or increasing their damage alone will not be measures that make them more compelling.
- Enemies should make a better effort to flank you
- Enemies should deal significantly more damage from behind
- Enemies that stealth should try to take advantage of movement and positioning
- More enemies should consistently apply buffs to make builds that deal with those more compelling in PvE
- Enemies should deal more conditions, especially damaging ones
- Some enemies should have significant weapon swap between ranged and melee, e.g. if you get close to a ranged enemy, it may pull out a club to try and stun you
- More enemies should have quicker attacks, even if they do slightly less damage (right now there are some moments of inactivity that one could use to write an epic poem)
More in depth suggestions:
Desperate
Some enemies that reach low health should gain a buff called desperate. It should last several seconds. If the enemy is still alive when the timer expires, he will call for help from nearby enemies that will attack, perhaps with knockbacks to push you away from the target.
Panicked
Instead of fleeing for no reason and then returning with no health, enemies that begin fleeing should gain a buff called panicked. This will cause them to regain health while fleeing. If the cycle of fleeing completes, they will gain last resolve, increasing their health, damage, and possibly granting them quickness on their first hit.
Some enemies should both be able to gain Desperate and Panicked.
Avoidance
When the game was first released I could swear enemies avoided area of effect damage. It may have been written off as a bug that annoyed players (I may be remembering completely wrong), but I do none the less think that some enemies, perhaps even a random few in groups, should gain an ability called avoidance that causes them to dodge or step out of area of effect damage without leaving themselves useless for several seconds doing so. This could be a roll, firing an arrow similar to those the players have for retreat, etc.
Players
There are things that could encourage more dynamic play if enemies were made somewhat tougher. You could of course increase loot in general so that the effort still remains rewarded in a desirable manner if enemies take a little longer to kill. I know it’s not enough for some to simply have more fun skirmishes.
You could also begin to reward use of skills. Here are some suggestions that could alter how players see these fights (presumably enemies using the tougher skills above):
- Dodging an enemy’s attack gives you a small boost to magic find for that enemy
- Losing less than a certain threshold of health when fighting an enemy does the same; or maybe it gives a temporary damage (or defensive) buff against enemies of that type
- Defeating a tough enemy as quickly as possible gives more experience
- Landing blows to the back of certain enemies increases loot/experience chance for those particular enemies
- In fact, exploiting particular kinds of weaknesses in enemies should do the above
- Taking damage from certain enemies slowly increases the damage you take from that type of enemy, until you evade an attack
There could be achievements for doing a significant amount of these, perhaps even ongoing ones. If you manage to dodge x attacks, or if you defeat y of a particular enemy without dropping below a certain health threshold, you’re rewarded with stuff.
Feel free to add any ideas. I’d just like to see things become a bit more compelling, not just tougher for the sake of it, or worse, frustrating.
(edited by Kosmo.5187)