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In my opinion, invulnerable mobs are a bad design

in Guild Wars 2 Discussion

Posted by: The Magic Wombat.5170

The Magic Wombat.5170

OK, I am going to try and remain positive here, since we are supposed to offer constructive criticism…

The entire concept of allowing mobs to go invulnerable while still dealing damage in the middle of battle is probably the WORST mechanic I have ever seen in a game. And a “positive” step would be to remove it.

I don’t mind dying when I bite off more than I can chew, because that is my own fault. But this whole “invulnerable mob” aspect has gone way too far. We are engaged in battle. I and my allies are fighting for our lives. A mob, usually a ranged mob, is picking us off. I go over to engage it, and it is invulnerable. Not just hard to fight, but hitting pops up that red “INVULNERABLE” message. We now face a decision—a rather fast decision needing to be made—abandon the event fast enough to not wipe—if possible—or to simply wipe.

Wow, what a KEWL design!

I would love to see ANY developer justify this. Come on into the forums and explain how this enhances the game. Explain how making a fight impossible to win makes for a fun game. Isn’t it enough that my true level has been nerfed to compensate and make it more challenging? Isn’t it enough that I have been over-nerfed so I am now lowered to beneath the mob’s level? Must you also make the mob go into God mode?

Again, I would LOVE to see a Dev justify this.

And, again, since I am required to offer positive criticism, I am positively certain a positive step would be to take mob invulnerability in battle and positively eliminate it.

Bad enough I must have suffer through a red mob appearing, pop my best attack on a long timer on it only to find out it is invulnerable until the 4 seconds of scripted dialogue are completed and I must, like in a bad re-edit of Star Wars, wait for the bad guy to fire first… Keep that if you must, but loose the random mandatory fight loss.