Thanks Anet
I think the issue arises when:
If a-net doesn’t give mobs more health to live for 25sec with the average player, then players who go around in full min/maxed dps gear can nearly 2-shot said mobs before they can even effect you with their mechanics.
It is really a tough balance to achieve.
Most things don’t take that long to kill if you’re efficient. Not even sure what you’re on about.
I can see both sides of the issue. I have noticed that there are several different kinds of mobs in HoT. A few of those types, and my take on them as regards to their health goes, are:
- Mobs that do very little damage, but which have lots of health (or, lots of toughness, in some cases I’m not sure which as I only have one condi character). These mobs are kind of boring and tedious. An example would be the wind riders (I think in Auric Basin). They don’t really do a lot of damage, but have (seemingly) 4-5x the health of their core cousins.
- Mobs that have mechanics such as stealth or teleport. They tend to hit fairly hard if you miss a block/dodge etc. but have little health. I enjoy these mobs, even Smokescales (unless there are several of them, in which case they can be a pain).
- Mobs that have melee hate. There are an awful lot of these, probably in an attempt by ANet to counter the wholesale reliance on melee complained about vociferously in the dungeon sub-forum for approximately 2 years pre-HoT. Some of these mobs have a lot of health, particularly when scaled up for group events. Couple their comparatively high health with rapid respawn and these can quickly get tedious. Tendrils (the stationary ones) are an example. Trivial if you’re ranging them, a pain if you want to melee them, especially if there’s multiples, which is almost always the case.
- Mobs with knock, launch, pull, etc. Couple a very short rotation of their 2 or 3 abilities and give them a lot of health and there is not enough stability in the game to make the encounter enjoyable.
As to razor’s comment, I can see the why of giving some mobs extra health to counter the damage done by characters. However, I much prefer mobs that dodge to get their extra time alive than those that just take more hits. It would have helped if there were not so many ways to stack damage in the game, and if we did not get power creep, but that ship has sailed.
I’m not seeing it. There are certain enemies which have heavy armor (beetles, mordrem husks, the armored veteran frogs, etc.), but most enemies don’t seem to take any longer to kill for me. They just hit harder, have less forgiving mechanics, and there are more of them.
Personally if anet nerfed those annoying ranged frogs and mushrooms to death, i think i could deal with hot as it is..
For me its mostly those things that drain all the fun outta my game to the point i just don’t want to go there anymore or even login.
Personally if anet nerfed those annoying ranged frogs and mushrooms to death, i think i could deal with hot as it is..
For me its mostly those things that drain all the fun outta my game to the point i just don’t want to go there anymore or even login.
And it would make the jungle much more forgiving, much easier and I’d lost interest in playing there along with people who do enjoy it. It’s four zones. These are the kinds of zones that have been mostly missing since launch. It’s time people acknowledged there are people that like SOME challenge in their game.