So, the issue with zerker builds is that it is currently “the standard” for running a dungeon. We know why its the standard (it makes dungeons quick and easy). If we want to address the issue everyone is having with party exclusion, and increase build diversity we need a few changes.
One of the necessary improvements is updated AI. Currently mobs assault full throttle upon interaction and follow the players. I understand it would be too easy to avoid mobs if they didn’t try to follow but here’s a list of possible AI changes.
-Mobs respond to a high DPS threshold: if they are taking too much damage, too fast, over a given period of time they react by adjusting their tactics. Perhaps by building “emnity” and focusing attacks on one player at a time. Another plausible response for a mob receiving high amounts of damage would be by other enemies supporting the one who is taking the most damage. Eg. When mob a breaks the dps threshold, mob b, c, d, and e all focus on mob a’s attacker while mob f, g, and h supply support to mob a.
-Mobs dodge: this would take a lot of effort to implement but its not out of reach. Allow each mob to have its’ own threshold with which to activate a dodge. Mobs would of course have endurance like players, but once a mob became subject to a severe attack, the mob would then dodge away from its attacker. This addresses two things. Zerker builds rely on stationary mobs to “focus” their attacks on. By dodging away from heavy attacks, the player now finds its heavy attacks less useful when spammed. A five mob group all dodging the zerkers, focusing damage on the primary target, and supporting the zerker’s target. Zerker’s will still be viable in diverse groups because they would have the support of other build types to keep them afloat, however, without a diverse group the zerkers fall prey to real tactics.
These ideas require no nerfing, but simply the addition of a unique approach to the zerker, DPS only, speed runner, full throttle, exclusion parties. No real harm is done to a diverse party, as a skilled party will know when to dodge, when to unload, and when to support. When the mob is assaulting a single player, the support players have a prime opportunity to heal and support, while the mobs focus is directed away from them.
-Another change would involve incentives or opportunity for supporting another player: maybe a support retaliation of some sort where player a heals player b and receives endurance in return. More support = more endurance. More endurance results in more opportunity to support without the risk of sacrificing oneself.
-Final proposed change is greater benefit to combo fields: An elementalist drops a field, a warrior attacks through it and receives less “emnity”. Thief throws up a wall, ranger shoots through it and enemies lose endurance. A diverse party will benefit by allowing more opportunity for their heavy hitters to do their thing. A zerker party would have to identify ways to provide the opportunity they need to attack, prolonging the fight, resulting in a balanced fight in the end.
Any criticism is appreciated and let the discussion commence!