I just want to mention that this is not a whine thread and I enjoy HoT very much.
As a melee lover, I find myself using range way more often than melee as a lot of the new mobs have mechanics that are melee unfriendly. Not to mention range mobs hit like a truck even to my tank/heal guardian.
Mob Types in Question: Regular & Veteran (other higher ranking mobs should remain the same)
To list a few:
- Mushroom AoE
- Stalker evasion
- Range mobs that jump backwards
- Range mobs that disappear and blink
- Bosses that stand in fire after breathing fire
- Mob charges far away
The real problem starts when 2 or more mobs attack. With the high damage output from mobs and all the CC, AOE, and dodging going on, it gets frustrating real quick for a melee player.
I feel like some mobs can be toned down by increasing their CC cooldown. Right now it is very punishing if I miss a dodge and get CCed + killed by a regular mob. As a player that killed dragons, it would feel more awesome if tiny little mobs don’t pose so much threat (Looks at tiny beetle)
From a design persepctive, I feel like HoT will benefit by having more enemy archetypes variations for regular mobs. Those are swarmer (pocket raptors don’t count as they deal too much damage), heavy, near and far.
I am sure game designers know this but I am going to put this here so we can have discussions between players as well.
Swarmer – Low Health, Low Damage, Close Range
Heavy – High Health, High Damage, Far Range
Far – Low Health, High Damage, Far Range
Near – High Health, Low Damage, Close Range
What do you guys think? Are there too many mobs that are melee unfriendly? As a reminder, this issue is pointed at regular and veteran mobs only.
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