I rarely do PvP or Hard PvE, unless it’s organized.
[Suggestion] About updating older content
I rarely do PvP or Hard PvE, unless it’s organized.
Since the Season 2 living story introducing mobs that would slaughter simple, reckless, full berserker builds, with Area Denial, AoE Conditions, high powered AoE Retaliation, AoE damage, High armor and AoE heal, that encourages players to use more CC, Support and conditions.
Well, I hope the old content gets updated to have more varied mobs, than just “Zerker feed”.
Core of the suggestion is word “group”. You’ll understand what it means…
- Affects only content that has word “Group” on it’s description. Solo will be unaffected. Since word “Group” means cooperation, which goes over the “Play how you like” philosophy, since “Play how you like” means uncooperation.
- Dungeons, Group Events and World bosses are updated to spawn variety, than just same mobs with higher rank, which means x10 DMG, x10 HP and unshakable (Which are features against conditions, healers and CC, but supports full berserker…).
- Ranks rarely add additional skills to mobs, which is a good feature itself tho. No need to change much about this.
- Scale up system, would work accordingly to spawn variety, less higher ranks.
OR- Scale up system is reworked, and Rank effects instead would vary depending on mob. If NPC is Heavy armor, it would increase ARMOR and vice-versa.
“Zerker Feed’ as you put it is the player defined meta. Just because ‘Zerker’ has the most damage does not meat it is the most desirable build in game to use. A.Net has already decreased the damage output of zerker and if you do many of the higher level world bosses, you will see many people being downed and many of those are ‘zerker’ builds.
Until you get the ‘zerker’ meta out of the player, you will never change the way the game is played.
“Zerker Feed’ as you put it is the player defined meta. Just because ‘Zerker’ has the most damage does not meat it is the most desirable build in game to use. A.Net has already decreased the damage output of zerker and if you do many of the higher level world bosses, you will see many people being downed and many of those are ‘zerker’ builds.
Until you get the ‘zerker’ meta out of the player, you will never change the way the game is played.
It still is “zerker feed”, all mobs of the old content have medium-high HP, high damage and low armor, rank ups only increase health and dmg primarily, and give Unshakable,
stats that pretty much counter CC, Conditions and Support builds. While supporting more Berserker builds. (I really hope the rank up on newer content won’t be only HP and DMG tho)
The lack of variety on old GROUP content, like I wrote on my post, is quite the problem.
Pretty much only time there are any players downed or defeated, is the heavy use of AoE damage and area denial by the mobs, boss or worldboss, to which the players who just tend to go all “charge in -> spam 111111”.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
“Zerker Feed’ as you put it is the player defined meta. Just because ‘Zerker’ has the most damage does not meat it is the most desirable build in game to use. A.Net has already decreased the damage output of zerker and if you do many of the higher level world bosses, you will see many people being downed and many of those are ‘zerker’ builds.
Until you get the ‘zerker’ meta out of the player, you will never change the way the game is played.
It still is “zerker feed”, all mobs of the old content have medium-high HP, high damage and low armor, rank ups only increase health and dmg primarily, and give Unshakable,
stats that pretty much counter CC, Conditions and Support builds. While supporting more Berserker builds. (I really hope the rank up on newer content won’t be only HP and DMG tho)The lack of variety on old GROUP content, like I wrote on my post, is quite the problem.
Pretty much only time there are any players downed or defeated, is the heavy use of AoE damage and area denial by the mobs, boss or worldboss, to which the players who just tend to go all “charge in -> spam 111111”.
They have changed some of them. But, people have adapted and it is easy again. After all this game is 2 years old.
The one that really changed, Tequatl, people complain is too hard. They want to kitten it.
All of the higher end World bosses have been changed. People have adapted and they are easy again.
I am just waiting until the Claw of Jormag gives rewards according to the timesink that it is to go through it. And it has been a long wait.
I am just waiting until the Claw of Jormag gives rewards according to the timesink that it is to go through it. And it has been a long wait.
A.Net actually reduced the rewards since people were farming all the world bosses.
And look at how well that has worked out, A.net!
And look at how well that has worked out, A.net!
People were farming – as players do. The easiest pay back is what they do (many, not all). Hence why the champ trains in certain areas is still going – easy peasy with not thought.
They have changed some of them. But, people have adapted and it is easy again. After all this game is 2 years old.
The one that really changed, Tequatl, people complain is too hard. They want to kitten it.
All of the higher end World bosses have been changed. People have adapted and they are easy again.
Did they add variety to mobs encountered?
Fingers are one, but they were unique to Teq event. Rest mobs in the event were same high HP and DMG with very low armor design, Rank ups (speculating) seem to multiply the affected NPC stats, thus higher number stats are affected most (high number stats being HP and DMG), while lower numbers (being armor) changed only little.
Tri-Wurm encounter, there is a unique mob “Partially Digested Husk” (unique to the event) with lower HP and very high Armor, but it was just the only unique NPC type compared to the rest.
Rest mobs were HP and DMG, with low armor.
What about Dungeons? Well, I haven’t done all of them in depth yet, but there were only high HP and DMG with very low armor mobs, rank ups increased HP and DMG…
What I’m trying to say is that there should be variety, taking the new Mordrem as example, on “group” tagged content.
Old mobs barely even buffed each other, or worked in tandem, making the need for CC and Support very minimal, I’m still talking about content with “GROUP” on description.
Possible reason for nerfing the rewards could also be because of the group(!) content being too easy, players used the best available option, which is Berserker, against most of the group content.
Solo is only element that doesn’t need to be affected by variety, since it’s just 1 player.
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)