Showing Posts For Nik D.5249:

Improvements for open world enemy A.I.

in Suggestions

Posted by: Nik D.5249

Nik D.5249

Possibly the weakest element of GW2 for me is the open world combat, the behavior of most enemies is truly un stimulating .

As the game has set many standards to a high level this seems one that has stayed at a standard low.

So what are the enemy creatures doind wrong? Well for one most never flee from any AOE and most utilise 2 to 3 skills at the most. Also most of them are not a part of a group so attacking one usually does not aggro the others with it, forcing you to run and pull one to overextend and burst it down.

Outside of dungeons I’ve not seen any monster grope that had a member for buffing the group , one that put down combo fields and use burst skills while some projectile shooters use the field and root and/or stun the player in the field. The range attacking enemies should actively keep a set distance from the target so that when you get closer to them they move away between there attacks.

The current behavior is one that one would expect in the first 2-3 areas to get players use to the game and class but they continue to offer no challenge at any point of the game, and the difficulty seems to scale only in the damage of there attack and the amount of health and armor they have.

The most impressive and interesting experience I had was in GW1 when I first entered the desolation desert in Nightfall and found the patrolling group with the acolytes and chevaliers that both rezzed the enemies you killed unless killed first or interrupted , and sure that was an easy fight to win when you knew what to do and how but it still was fun to execute every time , as opposed to run to a target and start spamming skills at it or hoard a lot of them and stand there and throw aoe at them.

So a summery of this suggestion:
1) All monsters need more skills to use , from the 2-3 to at least 4-5
2) Monsters flee from AOI if not rooted , crippled
3) Range monsters work to keep there distance if possible
4) Tag team monster groups using combo fields , buffing each other and aggro together.

Attributs, whats high, low and enough?

in Players Helping Players

Posted by: Nik D.5249

Nik D.5249

I’m interested in the general opinion of what values of attributes are enough, one could say that if you want damage simply go berserker and have about 3200 power and ~+70% critical damage while having about 12K health and 1700 armor, but that is quite the glass canon.

The question is how much armor, health,power and condition damage is a “balanced” build that doesn’t aim to tank but still wants to survive at least one boss level strong hit while dealing decent damage (btw what do you consider decent at lvl 80 zones per hit from your favorite weapons 1 skill? (normal and critical) ) .

Also about how much condition damage is enough to cause burning be a serious threat?

Scepter #1 attack needs serious rework

in Mesmer

Posted by: Nik D.5249

Nik D.5249

I was personally thinking that the thing that the mesmer misses most in comparison to other classes is an small aoe auto attack, Elementalists aouto fire ball, all melee weapons hit multiple targets, but an Mesmer has very limited ways to just constantly damage a group with auto attacks and has no rapid recharge ( 4-5 sec ) skill that does decent aoe damage. So far the only way to constantly deal damage to a mob is to use a melee sword and stick in there.. not a good idea most of the time, or use a staff and hit 2-3 targets with bouncing bolts, so playing with all the weapons it seems that the wand would be the best candidate to gain a really small fireball like aoe , and I think this would make mesmer much better at pve.