some Suggestions about Dungeon Mechanics

some Suggestions about Dungeon Mechanics

in Suggestions

Posted by: Monki.5012

Monki.5012

HI guys,
this Post is not ment to be another “mimimi melee sucks.. Dungeons are too hard” Threat. No instead I’d like to give some ideas to fix some very mean things in dungeons because I think that some Mechanics need to be changed and most of the people I asked about it agreed. In my opinion it is not fun entering a instance knowing that you have to pay at least several silver to pay the bill (depending on class/built). Dont get me wrong I dont want dungeons to be easy mode I just want to add slight changes so you have a real chance to not be frustrated.
(I will give some examples with Mobs in early Dungeons so everyone should know what I am talking about)

Unlink trashpacks:
Right now if you pull the foremost creature even with the long range as a Ranger Longbow most of the Mobs will be “activated”. Maybe not all of them but the majority. Fighting against a superior number of Mobs that can onehit you is not fun nor is it fun to kite them to the point of resetting and try to keep some mobs into the fight while others retreat.
To fix this I would suggest to unlink the Packs. If you pull the foremost mob from range it should come alone or with like 1-3 Adds only ( numberes depending on type). This would result in more thoughtful gameplay and careful pulls while increasing the chance to survive. Players with high skilllevel would be rewarded. However the number of linked Mobs may vary if some of them are non champions or mobs with low HP and so on.

Give Mobs Special Abilities a CD:
As a example I will use the Musketboss in Caudecus Manor explo. He has a shot that knocks you down while doing medium damage. This is fine so far but unless he doesn’t change the target he will keep shooting you and keep you down on the ground. Its no fun being kitten while perma stunlocked.
To fix this I would suggest to add a small CD to that Shot. Like 2 or 3 seconds or maybe a Cooldown that increases after each use. (2 shots in a row=2 secs CD or so) This would give the downed player a chance to get back on their feet and dodge the next attack. While his special is on CD he should use a autoshot without a knockdown.
This rule should apply to trashmobs as well. Like the Archerrogues in CA/e who use their Block/dodge defense ability all the time with little room to land hits that won’t be mitigated. There are several other Mobs which have deadly/annoying skills with little to no CD which seems very unfair to me.

Slightly (!) increase charge up time:
Some Mobs have Skills that can oneshot almost every player. Thats OK but in current state those are very hard to dodge. even IF those mobs have a certain charge up animation you have barely enough time to see>think>react to that ability. In some cases even if you manage to dodge in time you may still stand in the larger AOE areas and get hit because some of those are quite huge.
My suggestion would be: To give all mobs a certain chargeup animation and to let it last some splitseconds longer. I am not talking about a 5 Second cast, adding 1 or 1,5 additional seconds would be more than enough.

(edited by Monki.5012)

some Suggestions about Dungeon Mechanics

in Suggestions

Posted by: Monki.5012

Monki.5012

Part2:

Reduce flashy Splasheffects / increase AOE Visibility:
My Main is a Warrior. Id like to play in Melee combat but despite you have to be very carefully it is sometimes hard to see the actions of the mob. Some attacks or conditions are too flashy or cover the Mob entirely to see what the target is doing. For example Warrior Axe5 whirlwind or the blue fire of Guardians. There are other animations that blocks the sight as well.
My suggestion: Reduce flashy effects or add a option to tune it down. Changing the layer for effects like the blue burning more to the background so it doesn’t covert he mob would help too.

Like I said being a melee is very dangerous. Some enemies have a very large AOE area that you simply can not see while in meleerange even with maxed zoomed out camera. The endboss in CA Storymode has a wide AOE skill but since there is only the outline of the area indicating itself you may not see it depending on camera angle.
I would suggest to add a shading to the effect or color it entirely. Again not too flashy but more visible so you notice it even if you cant see the outline.

Find balance between Strength and movement speed and conditons:
The Endboss “Frost” In CA has a perma active frostthrower. (Dunno how to call it). It does massiv damage, chills you easily on hit and is perma active. The Boss himself can move with quite high movement speed so kiting is quite hard. I think this is a misconception.
The boss should either: chill and damage but move slower OR move fast and damage but not chill(all the time like adding a chance to chill) OR has a cooldown on his Frostthrower. (like he can freeze several seconds but need to recharge before doing it again – he should use a Autoattack in between)
Again there are several other Mobs that have similar imbalance in the mechanics.

Applying all of the suggested changes may be a bit much and numbers must be balanced but I think the developers could do that easily.
Whata guys think? Please stay polite and constructive here.

(edited by Monki.5012)