Hello forum. I have been playing for a good month or two now and have 2 80’s, one of which is a tank that can solo most of the PvE world with little challenge. (Aside from a few choice champions, usually the higher level ones which is understandable.) The reason I mention this character in particular is that I have been moving from zone to zone for world completion and while there is little that can challenge my warrior on a power vs. power scale there are a few other annoyances I have come across that I would like the devs to see.
I will say now though that I am not complaining towards Anet. I have played various MMORPG’s throughout the years, WoW and LOTRO to name a few favs, and this is the best of them all that I have played to date imo. I see a humongous potential in the game and I only hope that I can offer some very helpful suggestions as to make said game even better! This thread is not an outlet to complain, as every issue I address I shall also counter with a suggestion to how I believe it can be improved. So if any Devs read this, please respond and let me know what you think of the suggestions I offer. It always makes me happy to know that the developers are watching what the community offers for their game.
But I shall begin. The most annoying thing I have come across in my quest for world completion thus far has been the way that some conditions are executed and the player’s lack of control when affected. I am not talking about damage effects like burn, bleed, and poison as these are fine. The main effects I am speaking of are fear or paralysis. (Not sure of the in-game name but where the purple chains hold you in place.) Also, despite them not being effects, I am going to include knockdowns and tramples into this as well since my advice applies well to them also.
I am semi-relunctant to offer the suggestion of reducing the use of said effects, though I would not be against it. The reason I am partially against this is (from an RP perspective) that it is the mob’s way of strategy and changing it may interfere with the feeling of such. In PvP/WvW players will use whatever effects they can to control the situation and mobs are no different. It can be really annoying though when a player is fighting multiple opponents and it gets spam attacked by each one. For example, I was completing the Fields of Ruin map and had to go through an Ogre camp. I am not sure if by intention or glitch but there was a group of 10+ ogre mobs clumped into one small area that I accidently ran into. Given my current tank build I could hold them off rather easily, but since each one had a knockdown effect as their first or sometimes second attack and I could do nothing to counter it (Stability skills unfortuantly have little room in my current build.) I was laying on the ground for a good minute or two taking the hits by all the Ogres and keeping myself healed until I could stand and actually fight them.
It could be possible to make mobs have a random chance when spawning of having the control effect or not, and if not give them higher attack or defense capabilities to make up for it. Sort of imitating the idea that different mobs have slightly different builds etc. Once more from an RP perspective it could be as if a few of the Ogres were weaker but trampled enemies to keep them down, while the rest were stronger and took the DPS assault afterwards to finish off the paralyzed foe before they could rise. It would also be a great opportunity to introduce more strategic tactics like this between enemy mobs with varying effects.
The most important thing though I believe would be to give players some control options during the times that they are affected by these effects. No player likes having total control taken from them and there are ways to allow players to still be able to battle the effects, yet having the same/similar effect that they originally did. For example the paralyzing effect could maybe have you tap 1 to struggle and break free faster, or for a more puzzle like experience maybe a random skill between 1 and 5 will light up on your bar and you press them as they appear to break the effect faster. For fear effects it would be nice to allow players to control what direction they run in fear, even if it is limited a bit (Turning slower to prevent complete 180 degree turns back at the mob for instance) in order to avoid running into another mob or group as I have seen happen in dungeons and PvE multiple times.
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