Enemies hit way too hard

Enemies hit way too hard

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Posted by: phoenix.3465

phoenix.3465

I understand the need to make endgame content harder, but these Mordrem are not fun to fight at all. There is no margin for error at all, massive damage, trails that instantly kill you if you get downed in them, constant poison makes it impossible to heal, torment makes it impossible to run. And to top it all off, everything that’s not a white mob has tons of health.
Harder should mean smarter enemies that use player abilities like a player would, not overpowered monster abilities that one-shot and have no cooldown at all.
Fighting the Mordrem, no matter if open world or in the story instances is no fun for me at all. Even the Risen with their constant poison and one-shot suicide bombers weren’t as frustrating to deal with. And I mean “frustrating”, not difficult.
This seems to still be the general direction of PvE content in general: Make enemies hit harder and have more health, so one missed dodge is certain doom. And as I said, it just makes content more frustrating.
What do you guys think about this?

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Posted by: lordkrall.7241

lordkrall.7241

I think you need to stop using focusing on power and add some vitality and toughness.
If you have a somewhat balanced build they do not one-shot you.
And since you don’t seem to use dodging and defensive skills I would say that a build based around damage rather on survival would not be ultimate for you against the Mordrem.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

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Posted by: phoenix.3465

phoenix.3465

Why would you think I am not using dodges and defensive skills? What I meant was that these enemies are way to punishing if you make a mistake, no matter your toughness/vitality. Getting caught for 2 seconds in a Trasher’s trail is certain death no matter what, and then you can’t rally because you just die so fast.

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Posted by: lordkrall.7241

lordkrall.7241

It is fully possible to survive a couple of seconds in the trail, especially with a balanced build and defensive skills.
And it is 9 times out of 10 fully possible to actually move/dodge out of said trail, which would remove said issue completely.

The new maps are end-game maps, they are supposed to require team-work, knowledge of the game and skill.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

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Posted by: Gerrand.3085

Gerrand.3085

Some of the mordrem require counters which people usually neglect outside of PvP. When two mordrem Teragriff get close enough to snuggle the emmit a shriek which gives nearby enemies 16 stacks of might – which hurts. If you have any skill that can remove a buff, teragriff snuggling hurts no more. A whole lot of simple things like this make them easier to deal with.

If you going for a full on zerker build though, you will actually be required to make zero mistakes or get your squishy face eaten when you mess up.

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Posted by: Furesy.6935

Furesy.6935

Hmm, a bit besides the OP initial point but… The new level 80 zones (for me) once more point out how I actually dislike the down state in this game so much. lolz

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Posted by: phoenix.3465

phoenix.3465

Just to clear this up, I am not actually running full berserker gear. I am currently with my Guardian in this new area, using mixed gear/stats, having the signet that makes me take less damage and eating mango pies.
I still find it very unforgiving. It’s not that I die every few minutes, but every mistake takes me almost down, and down state has no meaning because it’s almost impossible to rally. I also see a lot of people dieing out there and if I try to res them, it is certain death for both of us. Speaking of PvP tactics, blinding has barely an effect on these enemies, it is either over before they attack or they have multi-hit attacks. I often try to use my virtue of courage for ressing others, but that blocks only one attack and the protection reduces damage, but that barely matters when enemies hit for a few thousand damage plus conditions.
And going in with my PvP cleric support build would be terrible. Events count participation on how much damage you do to enemies, and I wouldn’t be able to do any.
Besides, no enemy in PvP can do that much damage plus conditons, plus cripple, plus leaps on 2 second cooldowns, plus damageing trails.
I actually think the trails are the worst of them all, because it is entirely possible to dodge INTO a trail or have no room to maneuver in a big battle. Not to mention that we have to protect NPCs/Dolyaks that don’t walk out of the trails at all…

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Posted by: Mortifer.2946

Mortifer.2946

I have two geared up lvl 80s:

Guardian, full soldier set, condi removal build – I can deal with mordrem. It takes a lot of time, it is hard, but it is doable and actually quite fun.

Thief, full zerker – I cannot deal with many mordrems at once, but I can quickly take them down if I manage to fight each 1 on 1. It is hard, but doable and actually quite fun.

I don’t see any problem. If you die a lot, try different build. Zerker isn’t everything out there.

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Posted by: Rashy.4165

Rashy.4165

Besides, no enemy in PvP can do that much damage plus conditons, plus cripple, plus leaps on 2 second cooldowns, plus damageing trails.

Allow me to introduce you to my Thief! Well, not mine in particular, but Condi-Thief can be very painful.

The new zone is unforgiving, but that just adds to the challenge and satisfaction of taking them down. Over time, you pick up on the strategies needed to fight them:

Menders – burst damage. You’ll need to spike them down quick, or be ready with interrupts. Prioritize.
Trolls – spike damage works here too, they don’t heal unless a Mender is nearby.
Terragriff – cripple or immobilize as they start the charge, keep them down and they won’t be able to hurt you. If you’re facing more at the same time though, it’s pretty tough.
Husks – condition damage, but direct damage also works in taking them down. They’re not that painful to deal with. They do immobilize, but I’ve safely ignored them as a Thief, unless something else was nearby, in which case, I’m screwed unless I dodge out of the immobilize.
Thrashers – leeching ones, I normally range due to the life steal. ones that leave a torment trail, I either range or try to get behind them for a quick jab. With a bit of effort and a 3-4 hits, they go down.

I’m running an offensive build too, so it’s even less forgiving than playing a defensive guardian.

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Posted by: Carighan.6758

Carighan.6758

Why would you think I am not using dodges and defensive skills? What I meant was that these enemies are way to punishing if you make a mistake, no matter your toughness/vitality. Getting caught for 2 seconds in a Trasher’s trail is certain death no matter what, and then you can’t rally because you just die so fast.

Well… you’re not exactly alone. Other players can easily help you, and in groups, the content is just barely difficult enough.

It’s actually really well-tuned in that regard. Pushes you to working together instead of playing a MMORPG solo.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Xiahou Mao.9701

Xiahou Mao.9701

Players have the tools to deal with the Mordrem attacks. It just means in some cases getting out of your comfort level. Bring skills or traits that remove conditions, definitely, but beyond that it varies from type to type. Situational awareness is what will help the most.

Wolves: They no longer give area Retaliation boons, so that removes one of the scariest aspects of them. They still do large damage when they hit you from behind, so be wary of your positioning. Blind and Aegis are very strong against them, as all their attacks are slow single hits.

Husks: Condition Damage’s chance to shine. Not terribly threatening on their own, but if you’re fighting a group of Mordrem keep an eye on the Husk. Its slow windup stomp attack will shoot a wave at you that will Immobilize you, and that’s generally not something you want to have happen, particularly if Wolves, Threshers or Teragrifs are prowling around.

Vile Thresher: Here’s where that condition removal will come in handy. Getting stuck in their trail will stack a lot of Torment onto you, but even if you have ten stacks of Torment a single condition cleanse will remove it all. As for actually killing them, make good use of stuns or Immobilize. They die pretty quickly once they’re pinned down, it’s just a matter of being able to do damage to them without standing in their trail of goop. Ranged attacks work fine too, they’ll just take longer by nature.

Leeching Thresher: You have to be aware of this one’s presence, but once you know how to fight it it’s one of the easiest Mordrem to combat. It only has two attacks, and both of them have incredibly long, multi-second windups. The first attack is the “vines in the ground” attack that will hit all players within a large radius repeatedly, but fail to touch adjacent players. When you see that attack being used, melee the Thresher. The second attack is a close-range visible area effect that siphons life from those it hits to heal the Thresher. When you see that attack being used, range the Thresher. Or, if having to swap between melee and range is too much hassle, just stun it during the pre-cast of its abilities and wail away on it with your skills of choice.

Teragrif: These are the new kids on the block. They’re kind of mean, with their charge attack launching players it hits and leaving a trail of fire behind them to inflict damage on anyone unlucky enough to land on it. The charge is telegraphed, of course, but perhaps their greatest weakness is an undocumented one. If you inflict Cripple on a Teragrif before or during its charge, the charge will be interrupted and it will be stunned. Yeah, that mechanic used to fight Gold and Silver works on normal Teragrifs, except instead of popping gas bubbles you just need to inflict Cripple.

Trolls: Keep an eye out for a bullseye icon over your head. If you see one of those, the troll’s bee swarms are coming after you, and they can do pretty sizable damage. They’re also easy to outrun, so either keep moving or just burst down the troll itself, which has little way to stop you from doing so. Once a troll dies, its bee swarms immediately follow suit. You should also be able to reflect the honey the troll throws to get your own bee swarm, which is amusing to say the least, though you’re unable to command it like the trolls can.

Menders: Not much to say here. Like hatchling/cub enemies, critical hits will interrupt them. Just burst them down. One word of warning, upscaled Menders can do a surprising amount of damage with their normal attacks, so be wary of charging into a group of level 83-84 Menders and thinking it’s a pushover and you don’t need to pay attention.

None of these enemies are ‘too strong’ on their own, but most of them require some kind of out of the box thinking that typical enemies in the open world don’t need. Once you know their weaknesses, you’ll be better able to take them on. That doesn’t mean you’ll be able to solo a fort defense, but you’re not meant to be able to solo a fort defense. With experience and knowledge in your back pocket, though, you’ll be able to contribute to the group fighting the fort defense, identifying the threats you’re best suited to dealing with and ensuring you find success in the Silverwastes.

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Posted by: Julie Yann.5379

Julie Yann.5379

I think this is a case of not knowing your enemy. I run a full zerk medi guard build and have no issues surviving. I died quite a lot at first but once you learn how each mordrem fights it isn’t very hard to avoid the hard hitting damage.

Be careful what you wish for, Anet might just give it to you “HoT”
“…let us eat and drink, for tomorrow we shall die;.”

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Posted by: Huck.1405

Huck.1405

If you have a somewhat balanced build they do not one-shot you.

Then they only 2 shot you. On top of that, when getting swarmed by Mordrem Wolves, (I always seem to end up with 3 on me) who do massive damage, you cant get away from them due to the lame kitten arthritic slowdown that we’re saddled with when in combat and with their speed and leaps, you have NO CHANCE of survival with them.

Plus, the mobs chase you a helluva long ways. I had 4 mobs chase me all the way from Red Rock to Camp Resolve where the gun turret finally blew them away. That’s kittenin’ ridiculous.

There’s a “challenge”, and there’s bullkitten. This is bullkitten.

“You can teach ’em, but you cant learn ’em.”

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Posted by: Ayakaru.6583

Ayakaru.6583

I find this whole topic bullock when you have a dodge button. I have a 100% zerker, so nothing but the default armor/health and I rarely die because I have a dodge button. Practice using it, stay mobile and equip mobility enhancing skills.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I pack a lot of toughness on my necromancer, and can hold my own against waves of Mordrem, as should be expected.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: phoenix.3465

phoenix.3465

I find this whole topic bullock when you have a dodge button. I have a 100% zerker, so nothing but the default armor/health and I rarely die because I have a dodge button. Practice using it, stay mobile and equip mobility enhancing skills.

That’s nice, but I was more talking about the new enemies being unforgiving if you make a mistake. I unfortunately do not have the reflexes of a teenage boy, sorry. Also no reason to be rude.
Thanks for the detailed explanation of the enemies. It helps a bit. I swithced to the “Strenght in Numbers” trait and it seems I survive a lot longer, as do those around me. The biggest problem for me are however not the normal, “white” enemies. Veterans+ are what always kills me. And I still think these do too much damage. It really seems mistakes are not allowed to be made.

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Posted by: Haishao.6851

Haishao.6851

The more you fight them the least mistake you’ll make. I don’t think they’re stronger than other veterans, just newer.

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Posted by: aspirine.6852

aspirine.6852

Only a few things annoy me with these new fights, the width of these enemies seem to be wider than they seem to be on screen. Even when I am clearly not in their way they still hit me. And those torment spamming mofos are much much easier with a ranged char like always. In big fights you can cary as much condition removal as you can carry it makes no difference, the second you remove them they are reaplied :/

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Posted by: Smooth Penguin.5294

Smooth Penguin.5294

Harder should mean smarter enemies

Harder means the player needs to be smarter. If you choose to go Glass Cannon, you better learn to dodge the big attacks.

In GW2, Trading Post plays you!

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Posted by: Skoigoth.9238

Skoigoth.9238

Hmm I don´t know… I like that the devs are trying to make open world PvE a bit more challenging and less “brain afk”.

I recently started to play my ranger a lot more (cookie-cutter s/x – lb zerker build) and just running around in SW for ~30 min/~1 h every day, completing random events while hunting for chests, has been a great learning experience for me.
Zerker rangers are rather squishy and because of how the sword auto attack works, meleeing stuff can be very tricky. The fact that the Mordrem mobs can kill you very fast, if you are not aware of what´s going on in a fight, helped me a lot to learn how to survive as a glass cannon ranger in melee and thus improved my ranger play in general.

So, if anything, I´d like anet to make regular mobs in high level zones even more scary actually =P #bringbackretalwolvespls

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Posted by: Varezenem.2813

Varezenem.2813

#bringbackretalwolvespls

I can agree on that just reduce the amount of them.

Senbu Ren[Wind]
Herald of Ventari

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Posted by: Walhalla.5473

Walhalla.5473

Before bringing back the Retal Wolves they should bring back the Original Thrashers who were immune to damage while spinning.

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Posted by: Mara.6782

Mara.6782

Hmm I don´t know… I like that the devs are trying to make open world PvE a bit more challenging and less “brain afk”.

I recently started to play my ranger a lot more (cookie-cutter s/x – lb zerker build) and just running around in SW for ~30 min/~1 h every day, completing random events while hunting for chests, has been a great learning experience for me.
Zerker rangers are rather squishy and because of how the sword auto attack works, meleeing stuff can be very tricky. The fact that the Mordrem mobs can kill you very fast, if you are not aware of what´s going on in a fight, helped me a lot to learn how to survive as a glass cannon ranger in melee and thus improved my ranger play in general.

So, if anything, I´d like anet to make regular mobs in high level zones even more scary actually =P #bringbackretalwolvespls

have you tried using greatsword it have some evade and blocks?

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Posted by: Skoigoth.9238

Skoigoth.9238

have you tried using greatsword it have some evade and blocks?

A bit off-topic, but I appreciate it
Yes I have tried greatsword, but it does so much less damage now and has little flexibility in comparison to sword/x (or longbow even). I pretty much only use it for mobility now (trash running in dungeons, traversing maps I have no WPs on etc.). If I need a bit more survivability as usual, I swap around utilities and use sword/dagger, which provides one extra low cd evade.

@Walhalla: Oh yeah, I totally forgot about that =D Didn´t like it that much though. I think it was rather annoying and didn´t make fighting the thrashers that much more interesting or challenging.

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Posted by: Countess Aire.9410

Countess Aire.9410

The new area and group combats are actual alot of fun. Sure little mistake will kill you but such is war. I look at what is happening on the map, how many defenders in the forts, how many chest farmers, and then decide what I am going to do on the map.

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Posted by: insanemaniac.2456

insanemaniac.2456

bring a stunbreak and dont be in the path of a charging teragriff when your stunbreak is on cd

…you do bring a stunbreak right??? cuz that the only time i ever die, when i get knocked up and 2 things besides the trail are also hitting me. in full zerk, with dps and mobility utilities and traits, and a couple soft cc breaks. with no stunbreak.

JQ: Rikkity
head here to discuss wvw without fear of infractions

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Posted by: Ilvanor.1986

Ilvanor.1986

The best thing about teragriffs is that you don’t have to be in its path to be hit! I have said on map chat frequently that they really should double this width so that there really is no chance to avoid it. No sarcasm.

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Posted by: Zaxares.5419

Zaxares.5419

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

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Posted by: TexZero.7910

TexZero.7910

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Not just the hit boxes, the almost utter nonsense that is stacking a charged attacks damage in 1 spot. If it wasn’t okay for FGS, Flesh Golem etc… it should not be okay for PvE mobs to do the same.

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Posted by: Xenon.4537

Xenon.4537

My full zerker mediation guardian eats mordrem for breakfast. Idk what you are doing wrong exactly…

;\

I also run around with my full zerk shatter mesmer, full zerk HGH engie, and full zerk ele without much trouble… I’m not even that good at any of them, but the new maps are just fine in my opinion.

(edited by Xenon.4537)

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Posted by: azizul.8469

azizul.8469

the new map is just a heaven for condi build. high dps high toughness low vita mobs. ANET way of dealing with the zerker meta.

Cutie Phantasmer/Farinas [HAX] – CD Casual
Archeage = Farmville with PK

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Posted by: Zaklex.6308

Zaklex.6308

~Snip~

Menders: Not much to say here. Like hatchling/cub enemies, critical hits will interrupt them. Just burst them down. One word of warning, upscaled Menders can do a surprising amount of damage with their normal attacks, so be wary of charging into a group of level 83-84 Menders and thinking it’s a pushover and you don’t need to pay attention.

~Snip~

Are you sure about that, because I’ve already dealt with groups of 3 – 4 lvl 83-84 Menders and had no problem with them, maybe had to heal myself…once, maybe, perhaps it’s the fact I’m using dual maces right now and I interrupt them quite often…and I’m surprised they even do damage, since their primary function is to heal all the other Mordrem, especially the Trolls(that is what they do most of the time, and that might be the other factor…engage then when they’re healing other Mordrem and they don’t have time to heal themselves).

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Posted by: Electro.4173

Electro.4173

Yeah, my only complaint about the Teragriff’s is that their charge hitbox is abnormally wide. I get sent flying even though I’m clearly standing off to the side.

Aside from that, each of the Mordrem have distinct strategies to deal with them, as Xiahou mentioned in his excellent post. One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Not just the hit boxes, the almost utter nonsense that is stacking a charged attacks damage in 1 spot. If it wasn’t okay for FGS, Flesh Golem etc… it should not be okay for PvE mobs to do the same.

Yeah, the range on that charge is absolutely ridiculous. You have to be miles away to not get hit. Very annoying and misleading. I’d like to see that get adjusted to be more in-line with the hitbox, or at the very least visually expand the hitbox to show the range accurately.

And yah, the multi-hit aspect is quite a pain too. I mean, you could argue that its up to the players to not position themselves in a spot where they can be multi-hit in the first place and from that perspective its a tactical thing (which is good), but when the buggers get caught on a tiny rock or something then its less a question of tactics and more a question of “well, sucks for you”. And its always annoying when mobs don’t play by the same rules as the players have to, though not really uncommon.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I did notice a large amount of players during these events wearing nothing but cardboard armor (berzerker), and who then spend the majority of any boss fight taking a very long dirt nap, or being revived. People need to learn to bring some defensive stats as well. I know the entirely of the game is DPS focused, but if you’re not skilled at it, wear Knights.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

(edited by Mad Queen Malafide.7512)

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Posted by: Ayakaru.6583

Ayakaru.6583

The “unforgiving” attacks usually have a big elaborate movement, or a big red circle 2-3 seconds so you have plenty of time to press your dodge button. The only excuse is at the world bosses, where there are so many flashy effects you can’t see these animations

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Posted by: Runic.4350

Runic.4350

With my mesmer, i used to go full zerker GS/sword-sword, the build i was used to (especially in dungeons). I got my kitten wooped all the way.

So I changed my traits, and returned to my old pve build: Staff/GS with multiple bouncing and condi on clone death, and full rampager.
My surviovability skyrocketed, i once soloed a defence event too.

I think this patch wanted to shift the PvE focus from full-zerker builds to more varied ones, it does a good job at that, and I think it was a much needed rebalancing; in the end, everybody over a certain level in PvE had the same builds/equipment, and made the game shallow.

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Posted by: Zomaarwat.3912

Zomaarwat.3912

I’m a D/F Elementalist in full Zerk gear with pure offensive traits and I’m having the time of my life when I go to Silverwastes.

Over a year and the forum search is still broken = /

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Posted by: Thaddeus.4891

Thaddeus.4891

I play against Modrem with my full zerker guardian with 11k hp and they are not that hard. I was surprised at the dmg they can do when I first fought them and get killed a couple times at first, but they are so much funnier to fight. They can actually kill you if you play like an idiot, that’s great, I want more of that.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Aeolus.3615

Aeolus.3615

I have two geared up lvl 80s:

Guardian, full soldier set, condi removal build – I can deal with mordrem. It takes a lot of time, it is hard, but it is doable and actually quite fun.

Thief, full zerker – I cannot deal with many mordrems at once, but I can quickly take them down if I manage to fight each 1 on 1. It is hard, but doable and actually quite fun.

I don’t see any problem. If you die a lot, try different build. Zerker isn’t everything out there.

PVE content designed for full zerker blob gameplay, players were more spreaded this time, ence why many had problems.

More zerk spam 1 content… and they say “you wont be pressing the same key all over and over”…

1st April joke, when gw2 receives a “balance” update.

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Posted by: Xenon.4537

Xenon.4537

I play against Modrem with my full zerker guardian with 11k hp and they are not that hard. I was surprised at the dmg they can do when I first fought them and get killed a couple times at first, but they are so much funnier to fight. They can actually kill you if you play like an idiot, that’s great, I want more of that.

/Agree

I have fun fighting the spin2win mordrem flower things on my engie because i can lock them down with lots of immobilize, thus negating the trails they leave. It’s more fun fighting something that could actually kill you, and doesn’t just stand there and die to auto-attacks.

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Posted by: Ardenwolfe.8590

Ardenwolfe.8590

Agreed as well. Only the teragriff pathing seems wonky. Especially the Gold and Silver bosses. An entire zerg was in the entrance, and we all got downed nowhere near the bosses’ pathing.

Was definitely something to remember.

But, to be fair, I do run with Cleric’s gear and a healing spec, so your mileage may vary.

Gone to Reddit.

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Posted by: Xiahou Mao.9701

Xiahou Mao.9701

One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Teragriffs will charge even if you’re in melee with them. And one annoying thing that perhaps should be patched: As I mentioned, inflicting Cripple will interrupt a Teragriff charge attack and stun them for several seconds. However, if you land the Cripple during the windup of the charge, the Teragriff will immediately fall over once it starts to actually execute the attack, but it will still land a hit on anyone in front of it first and launch them before it falls on its face. Perhaps it would simply be too strong if you could keep them locked down with Cripple, though they do seem to cleanse it reasonably often, but it still looks weird.

And just to note, for those times that Champion Teragriffs appear in defense events, the Cripple interrupt on their charge works around Defiant. Keep them locked down with Cripple whenever you can and they’ll be harmless. It even works on the Legendary, though it won’t work on Gold and Silver as they’re immune to Cripple entirely.

Are you sure about that, because I’ve already dealt with groups of 3 – 4 lvl 83-84 Menders and had no problem with them, maybe had to heal myself…once, maybe, perhaps it’s the fact I’m using dual maces right now and I interrupt them quite often…and I’m surprised they even do damage, since their primary function is to heal all the other Mordrem, especially the Trolls(that is what they do most of the time, and that might be the other factor…engage then when they’re healing other Mordrem and they don’t have time to heal themselves).

Well, I’ve never been killed by Menders, but I saw some 2000-3000 damage popups from critical hits while I was engaging them with my admittedly squishy character. That’s enough to make me a bit wary of the situation.

Dual maces means you’re a warrior, and thus you’re a bit more capable of shrugging off a few thousand damage here and there.

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Posted by: Zaxares.5419

Zaxares.5419

@Xiahou: Really now? That’s really handy to know. I was wondering at why those Teragriffs sometimes just fell over and stayed knocked down for several seconds. I always figured it was another player throwing one of those plentiful boulders/rubble at them. I’ll be sure to take full advantage of it on my Sw/Sh Warrior and my Scepter Necro.

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Posted by: Corvette.5687

Corvette.5687

I have to say that I love the mechanic of Modrems. All the normal creature in GW2 have acted like a target practice for not making proper movement, not using any skill since BETA . After 2 year, I see an improvement in those normal monster. They use skill more frequently, apply more condition and make u play various gear (not only zerker).

For me, the game is more colourful after the modrem invasion.

Schizophrenic player

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Posted by: CureForLiving.5360

CureForLiving.5360

I like them having more hp and hitting harder. What I hate is when you get like 7 menders standing together (and thus healing themselves up before I can kill them) and that the Terragriff lunge/charge aoe area is far larger than the mobs itself meaning I regularly dodge but still get hit. Otherwise I like the new mechanics.

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Posted by: spoj.9672

spoj.9672

If you are having trouble with wolves then you need to use blinds.

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Posted by: Aeolus.3615

Aeolus.3615

One thing I have not tested yet is if whether the Teragriffs only use their charge attack if you are not in melee with them.

Teragriffs will charge even if you’re in melee with them. And one annoying thing that perhaps should be patched: As I mentioned, inflicting Cripple will interrupt a Teragriff charge attack and stun them for several seconds. However, if you land the Cripple during the windup of the charge, the Teragriff will immediately fall over once it starts to actually execute the attack, but it will still land a hit on anyone in front of it first and launch them before it falls on its face. Perhaps it would simply be too strong if you could keep them locked down with Cripple, though they do seem to cleanse it reasonably often, but it still looks weird.

And just to note, for those times that Champion Teragriffs appear in defense events, the Cripple interrupt on their charge works around Defiant. Keep them locked down with Cripple whenever you can and they’ll be harmless. It even works on the Legendary, though it won’t work on Gold and Silver as they’re immune to Cripple entirely.

Are you sure about that, because I’ve already dealt with groups of 3 – 4 lvl 83-84 Menders and had no problem with them, maybe had to heal myself…once, maybe, perhaps it’s the fact I’m using dual maces right now and I interrupt them quite often…and I’m surprised they even do damage, since their primary function is to heal all the other Mordrem, especially the Trolls(that is what they do most of the time, and that might be the other factor…engage then when they’re healing other Mordrem and they don’t have time to heal themselves).

Well, I’ve never been killed by Menders, but I saw some 2000-3000 damage popups from critical hits while I was engaging them with my admittedly squishy character. That’s enough to make me a bit wary of the situation.

Dual maces means you’re a warrior, and thus you’re a bit more capable of shrugging off a few thousand damage here and there.

2k, 3k, it is what they hit on my guardian with 3.6k armor plus prot boon, does mob in pve ignore armor and have a defined value for damage? lol

1st April joke, when gw2 receives a “balance” update.

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Posted by: ProtoGunner.4953

ProtoGunner.4953

I have actually only problems with the Mordrem Wolves. They have a leap attack that can deal about 8 k damage to me. This is a bit too much, since you have to time the dodge – you can see the charge, but the leap happens very fast. Especially when you are in the middle of a couple of enemies, it’s sometimes not possible to dodge all those attacks. They should tone down that attack.

The other attacks, especially the fields can be avoided or dodged thou if it happens that you get downed in the DPS trail you can die extremely fast (1-3 seconds). It’s also a matter of concentration. But I usually die only every 1h or so if I play concentrated which is OK.

Another thing are non targetable tendrils which do damage over time. Sometimes my field of view is on the enemy and it takes time that I see the tentacles. It’s okay to keep the player constantly moving, but here again: tone down the damage.

‘would have/would’ve been’ —> correct
‘would of been’ —> wrong

(edited by ProtoGunner.4953)

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Posted by: DiogoSilva.7089

DiogoSilva.7089

The new mordrem fights are very interesting.

In some ways, I miss the old retal wolves and invulnerable spins, but in other ways, I don’t. Those were sometimes more annoying than interesting. I can understand that Anet is trying a more simple approach for each mob individually. Complexity here relies not only on learning how to fight each foe, but handling them in situations where you are being ganked by more than 1 of them. Complexity becomes more interesting when you have a wolf, a griff, a husk and a thresher all in a single battle, immobilizing you, spinning you to death and backtabbing you, even if each of them are individually “simple”. I like that.

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Posted by: Claudius.5381

Claudius.5381

I don’t have the reflexes of a teenage boy either (I am beyond 50) and as my guildies would readily testify to, I am not the greatest player ever. That said, I like the new mobs and think they are just right difficultywise. One has to pay attention but then you can kill them. It is much, much better than the Orr maps of old (I hated all the pushing, pulling and stunning).