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Old Feb 06, 2007, 02:15 AM // 02:15   #1
Pre-Searing Cadet
 
Join Date: Jun 2006
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Default Different kind of Elite PVE mob in the coming chapter that promote diversity?

Instead of 20 level 28 mob that does double damage coupled with environmental effect that we can do nothing about. I suggest mob that give different style PVE in the high level area that require shutdown, spiking, snaring in order to kill. We don't need a high number of it to overwhelm you, but a couple things that could kill you or you can't kill if you don't don't take a different approach. Personally, I don't think anet has address the tanking and nuking days in PVE after all 3 chapters

1) Mob Require Spiking

Give them 1 skill:

Second Incarnation:

For 10 second this skill does nothing, after 10 second, the monster is heal to full health, all party member in the area takes 200 damage. Similar to the Shiro's skill, but appear on a normal mob. You don't need 10 of them coming together, just 1, then the player need to learn to prioritise, instead of the old "nuke away" attitute

2) Mob Require Melee Shutdown / Snare

Give them another skill:

Bloodthirst:

Enchantment spell (or stance)

For 20 second, the monster do 20 more damage for each successful hit they make while they are under this enchantment.

This way, they don't overwhelm you with damage initially, but you really need to shut them down to have any chance of survival. Again, not 10 together to overwhelm you with damage, just 1 or 2 in a group.

3) Mob Require Caster Shutdown

Give them another skill

Skill.

The caster take no damage for 5 second, this skill is refreshed everytime they cast a spell.


Open to any idea.
ijackcck is offline   Reply With Quote
Old Feb 06, 2007, 02:48 AM // 02:48   #2
Forge Runner
 
Join Date: Jan 2006
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None of these promote diversity. They require gimmicks to shutdown or counter.

The concept of singular enemies is flawed. The only true challenge would come from teams that cooperate.

That includes mob behaviour resembling the one in PvP. Each team is differentiated in their role. They contain complete ressurection, offensive and defensive roles, along with support.

Unfortunately, if these were level 20, they'd need to come in groups of 10-20 in order to compensate for limited AI. These groups would also need to be reasonably balanced containing a large subset of classes, using all 8 skills, and using proper attributes with runes, weapons, etc.

Only then would there exist a challenge supported by game mechanics. Gimmick skills aren't a challenge.

Of course, adding such "challenge" wouldn't be welcome. Just look at complaining that happens when the whole 3 corsair medics in entire game kite a group of wammos.
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Old Feb 06, 2007, 03:17 AM // 03:17   #3
Pre-Searing Cadet
 
Join Date: Jun 2006
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I cannot totally agree with your point. I don't believe hard is to do with numbers, otherwise, we go back to the nuking game. You can have a few very tough mob that require serious shutdown, or other approach.

As for the example I gave, we don't need big gimmick build to hunt them down. Rather, they need to do a particular role. Same is true for Nuking and Healing.

Blinding, hexing the melee mob

Interrupt / Diversion / Energy Denial on the Caster Mob

Spiking the tough mob require spiking.


All these, need member with different role, taking these role Spike / Shutdown is similar to other old roles....nuking / healing / tanking. In fact, taking these approach would reduce the reliance on healing, which is a good thing. That is team work just as well.

In fact, many attribute (Air Magic for spiking, Hammer Mastery for spiking) and even professions (Mesmer / Ranger for Various kinds of shutdown, Assassin for Spiking) is built area the idea of spiking and shutdown. Not including that kind of role in the PvE game play imo is not very good game design.

Last edited by ijackcck; Feb 06, 2007 at 03:26 AM // 03:26..
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Old Feb 06, 2007, 09:40 AM // 09:40   #4
Furnace Stoker
 
Join Date: Jun 2006
Profession: E/
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I dont see any difference between the skills you listed and the abilities of the creatures which already exist throughout most of nightfall.

The creatures in Nightfall (especially ROT) can already ressurrect other team members or douplicate themselves. This is no different to your healing skill and the healing one is actually more annoying.

The creatures in Nightfall (especually ROT) can already do mass damage either in huge mobs, or via creature skills. This is no different to the mass damage spell you mentioned.

Anet doesnt seem to know how to actually make creatures more intelligent to fight. They just make this habbit of giving them stupidly, over-powered abilities.

Look at the Track record....

Prophercies was fine.
Factions - nearly every creature can interupt, which is frustrating when your a caster.
Nightfall - HUGE mobs, ressurecting creatures, duplicating creatures and more interupting.

None of that is actual improvements on AI, and they dont actually make the creatures any harder to kill or more intelligent. They just give the creatures really frustrating abilities which make them over-powered.

The result is that we spend most of our time using interupt builds to stop them, and then try to get a shot off before they ressurect something, duplicate or throw mass damage at you.

Its more hit and miss then intelligent fighting.

We need actual improvements on the AI, not just packing the creatures with more powerfull skills, or making the mobs huge.

But that wont end, because Anet feeds those players who winge the game is too easy. They pander to the elite players who would rather the game was all one bit elite instance.

So they continue the trend of just throwing over-powered creatures at us to keep them happy.

Put simple, they just need to go back to doing things they way they did in Prophercies. It wasnt perfect, but it was more enjoyable to fight mobs.

The recent campaigns are just frustrating.
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