Time to balance PVE

Time to balance PVE

in Guild Wars 2 Discussion

Posted by: Cloudwalkernz.1328

Cloudwalkernz.1328

I think Anet is doing a good job in balancing PVP but I think it is time they give PVE a little attentions.

After 1 month + and the servers population begin to mature, I have notice some problems begin to shown with Dynamic Events and general spawn rate.

Most people would have a level 80 and would be either farming karma/gold/rare to build their legendary or starting a new alt. As a result, people would all gather in a few places or soloing around the world.

Here is some of the cracks begin to show with DE and spawn rate in many areas. The mobs are either far too strong for a solo player or far too weak for a large mob of players (30+).

I understand DE and spawn rate are supposed to scale to the number of players and in many cases it does an alright job. But the scaling is no where near enough for extremely large number of players (30 to 100+) causing people to race to score the first kill to get credit (effectively steal kill – something GW2 producers claimed it doesn’t exist in this game).

For beginner who just join this game or people who are working to level up a new alts, many areas are now empty or have few people around. The spawn rate and DE become a death trap for them. Most DE can’t be done with a single player and have one suddenly spawn around you means certain death unless you can run away quickly enough.

I know this game is still new and producers will need to balance it as it mature. But please give PVE some attentions. I am sick of people stealing my kills or running into impossible odds with my lowbie alts.

Time to balance PVE

in Guild Wars 2 Discussion

Posted by: Corian.4068

Corian.4068

I don’t think the scaling is working in higher level zones like Orr. Events that should be soloable are spawning mobs far too quickly, and the karmatrain events have too few mobs. Eyetest says it’s about the same spawn rate and same number of mobs regardless of the number of players.

While we’re balancing PvE, the sustained damage of bosses/champions is far too high, creating fights were the objective is “don’t get hit”. This damage is beyond the current scope of the game, as no amount of defense, support, or healing can mitigate it. Remember, our tools are designed to fight against opponents of equal strength (other players), so when ridiculously-scaled-up PvE enemies come up to bat you’re just nowhere near their league.

Do not mistake me here. I’m not saying special attacks or big windup moves need to be weaker. I’m not saying there needs to be less adds. I’m talking about the sustained normal damage from the boss itself. Most cases, far too high.

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