Given HoT’s current state and some of the effects of both mobs and maps, here are some suggestions to prevent HoT from pushing the newer player base away.
Mordrem Tormentors: Their torment shouldn’t follow you it’s a projectile no turning in mid air to hit you at the last second which is both frustrating and incompatible with game mechanics. This leads into a second problem even on successful dodges with a successful evade showing up on screen still getting hit by their torment condition as though you never dodged it.
Mordrem Snipers: Their ground effect needs to be greatly reduced in damage for basic mobs. It not only hits when it’s not visible on the ground (yes this happens a lot all over HoT) it also defies elevation.
Mushroom bombers: Treating their bombs as projectiles reflect, block, and other defenses should work meaning no AOE at your location like all normal projectile AOE’s when blocked.
Beetle’s charge in VB: This again works just like the Tormentor where even when you’ve moved clearly out of the path the beetle drastically and quickly hits you no matter where you are related to the charge. I’ve been hit even when behind the beetle.
Pocket raptors: Their ability needs a range limiter, I have been killed in both Draconis Mons and AB when the raptors are farther away than 1200. It should be a close combat attack meaning you can’t get hit if there’s more that close combat range between you and where the raptor lands. Second their numbers or health needs a retweak as they take mass amounts of damage to kill in AB.
Rolling Devils: Basic mob needs a smaller defiance bar similar to what it is in Draconis Mons.
Chak Lobbers: Needs to be a limit on stacks of their acid, mastery can’t be the only measure of dealing with it.
Lastly if they are to act as though they have berserker gear then their health in general needs to be cut to be more in line with that type of gear. Basic mobs shouldn’t be massive health sinks artificially dragging out content. High damage or high health not both for a basic mob.
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