[Suggestion] spawns caused by scale up

[Suggestion] spawns caused by scale up

in Guild Wars 2 Discussion

Posted by: FrostSpectre.4198

FrostSpectre.4198

By far, scale up is rather simple, spawn stronger versions of same mobs.

How about spawn other varieties, not only high hp, high damage and low armor mobs.

Or possibly no vet-elite-champ version of “Zerker feed mobs” at all.


Doing this will not affect small groups or solo, who never trigger difficulty scale up.
Small groups and solo will always face against “zerker feed mobs”.

And that scale up mainly affects Events.


Since difficulty scale up is supposed to increase difficulty and make requirement of CC and Support more necessary, but right now, it’s not doing good job for CC or Support builds in PvE.

Mobs have more health and hit harder, conditions are even less useful and healing doesn’t always cut it.
The powered up Mobs use pretty much same skills, with very little change.
Mobs rarely use common boons, so manipulation is very limited in Scaled up PvE.
The most dangerous mobs are Champions who are pretty much immune to CC in large groups.


When thinking about Dungeons, same could be achieved as “Hard mode” for the dungeons.


I could say that the Partially Digested Husks that appear during Tri-wurm (or “Evolved Jungle Wurm”) were a step forward for Condition damage builds, tho CC and healing support don’t have a good role tho.


But then again, simple scale up is an easy to achieve solution.

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

[Suggestion] spawns caused by scale up

in Guild Wars 2 Discussion

Posted by: Stand The Wall.6987

Stand The Wall.6987

I think some new content with this idea in place would appease many. Simply overwriting old content would anger many as well.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE