Jan 14, 2006, 03:10 AM // 03:10
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#1
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Jungle Guide
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The reason why high-level content is soloable and why PvE is easy in general.
To put it quite bluntly, PvE is way too predictable.
It only takes 1-3 visits to a certain area to learn what types of enemies you will encounter and what strategies to use against them, as well as quite a few of the spawn points.
Hell, if I knew what my oponent was going to use in PvP everytime, you can bet I'd be rank 12+ by now.
Furthermore, the builds that these enemies use generaly are, for lack of better words, crappy. Isn't it about time that more advance enemies should have a secondary profession? And why is it that none of the enemies seem to understand how to work as a team?
Mabey it's not realistic to have an Aatxe or a Hydra coordinate and work together, or be able to learn multiple professions, but I think it certainly would make the game more fun.
My Suggestions:- Re-think the builds that enemies currently use.
- Give enemies secondary professions.
- Make spawn points much more random.
- Have a monk in about 80% of all enemie groups.
- Give a wider variety of enemy builds in a given area. A Bladed Aatxe shouldn't always have the exact same build as the next
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Jan 14, 2006, 04:18 AM // 04:18
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#2
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Jungle Guide
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YES!!
/agree
Make the enemies *much* more varied and unpredictable. I believe someone suggested giving the enemies a number of skills but that on each spawn they will use just one combination of them. I think that would be a good way of doing it.
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Jan 14, 2006, 05:06 AM // 05:06
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#3
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Krytan Explorer
Join Date: Jun 2005
Location: Australia, 3rd rock from the sun
Profession: Mo/
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exactly the reason why i'm leaning towards PVP
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Jan 14, 2006, 05:32 AM // 05:32
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#4
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Desert Nomad
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I'd like to carry this idea further by suggesting that mobs have RANDOM (but viable of course) builds!
Why is it that every ele I see in FoW is a fire ele with the same.. erm.. incendiary bonds and fireball?
Why not have some of them as air eles, and water eles instead? For more variety!
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Jan 14, 2006, 05:46 AM // 05:46
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#5
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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More Randomness in exploration area is always something I been fighting for.
But also need to see more RP content that go hand in hand with PvE, else it would become another mindless farming game.
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Jan 14, 2006, 06:01 AM // 06:01
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#6
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Lion's Arch Merchant
Join Date: Jul 2005
Location: MN
Profession: E/Mo
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I agree with the OP. If PVE were difficult, it'd be much more appealing.
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Jan 14, 2006, 06:02 AM // 06:02
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#7
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Krytan Explorer
Join Date: Aug 2005
Guild: [KoA] Knights of the Alliance
Profession: Me/
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Perhaps monsters could have a random selection of 5 to 6 different builds. For instance, the elementalist enemies in fissure of woe might be spike air, aoe fire, defensive earth, slow-hex water, or single-target fire. Every time a group goes down, the elementalists are all assigned one of the builds, randomly. Obviously stat points would be assigned to match the builds. Of course, this may be hard/near-impossible to implement with the current game engine, but since I don't know how they store the monster info I'll toss it out there.
I do like the idea of more monks. For one thing, mesmers might become more common. For another, it raises the difficulty of many areas.
By the way, some trolls do have secondary professions, as it were. They use warrior attack skills, but some also use, go figure, troll unguent. Certainly however, we could use more enemies using secondary class skill lines rather than just primary class skills.
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Jan 14, 2006, 07:10 AM // 07:10
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#8
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Academy Page
Join Date: Nov 2005
Location: Katy Texas
Guild: Soldiers of Heaven [soh]
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lets see the W/E Aataxes with more than one sword skill and gale and aftershock combo. Then the other Aataxe in the group W/Mo use a hammer with some monk smiting skills. Make it so each monster of the same type in that group is diferent.
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Jan 14, 2006, 08:01 AM // 08:01
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#9
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Banned
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But the monsters are already smarter than the henchies, and smarter than 98% of PUGs. We have to solo in order to survive.
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Jan 14, 2006, 08:25 AM // 08:25
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#10
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Hockster
But the monsters are already smarter than the henchies, and smarter than 98% of PUGs. We have to solo in order to survive.
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Fortunately the PuG-ing people at GWG are generally those 2% of PuGs
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Jan 14, 2006, 09:12 AM // 09:12
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#11
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Eastern Iowa
Guild: Forsaken Wanderers [FW]
Profession: Me/E
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I'd like to see the higher end of PvE scaled up - but the lower end only made marginally more difficult, if at all.
It would be fantastic, for example, if there were reasons for people to BEG for Mesmers, Rangers, and non-SS Necroes again. Making PvE harder could elicit that.
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Jan 14, 2006, 11:22 AM // 11:22
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#12
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Move thunderhead keep to the pre searing fight... this wil lweed out 9000% of the morons that have currently flooded post searing pve...
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Jan 14, 2006, 12:09 PM // 12:09
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#13
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Banned
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Or just let them go back to Pre where they belong.
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Jan 14, 2006, 12:38 PM // 12:38
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#14
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Jungle Guide
Join Date: May 2005
Location: Finland
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Henchman groups would be in trouble which I think is the main reason why PvE enemies are what they are. Maybe it would be good if game detects how many henchmans are in your party and adjust PvE enemies before you enter to the areas.
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Jan 14, 2006, 04:46 PM // 16:46
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#15
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by Zakarr
Henchman groups would be in trouble which I think is the main reason why PvE enemies are what they are. Maybe it would be good if game detects how many henchmans are in your party and adjust PvE enemies before you enter to the areas.
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Henchmen need a serious update in skills.
The archer needs cripple and at least one interupt.
The mesmer needs some usefull skills and at least one interupt
The warrior needs to drop Power Attack with a quickness
The healer and prot henches need some way to remove hexes and conditions
The elementalist needs to give up on Fire, Earth/Air/or water are generally superior.
Then the MOBs can have better skill setups.
I agree with the origional poster. But, I think that completing the game with hench may become a thing of the past, if you make the MOBs harder.
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Jan 14, 2006, 04:48 PM // 16:48
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#16
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No Luck No Time No Money
Join Date: Nov 2005
Location: Amherst College, MA
Guild: Scars Meadows [SMS]
Profession: Me/
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/agree
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Jan 14, 2006, 04:59 PM // 16:59
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#17
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Frost Gate Guardian
Join Date: May 2005
Guild: I Used Charm Animal On Your [MOM]
Profession: Me/R
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I came to this thread expecting another really stupid idea. You ruined my day :P
This is actually a really good idea, I agree 100%, especially with the diverse builds among the same monsters idea. But, if they do give secondary professions...
Hopefully they don't overdo it on w/mos, as that'll make it even easier :P
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Jan 14, 2006, 05:01 PM // 17:01
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#18
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Krytan Explorer
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Quote:
Originally Posted by BigTru
- Re-think the builds that enemies currently use.
- Give enemies secondary professions.
- Make spawn points much more random.
- Have a monk in about 80% of all enemie groups.
- Give a wider variety of enemy builds in a given area. A Bladed Aatxe shouldn't always have the exact same build as the next
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Some Trolls have secondary professions (I dont believe Fen Trolls have secondary professions...all trolls (non-boss) are ususally W/R (from the skills they use, thats what I think)
I am sure there are more creatures with secondary professions...cant think of them all
/signed (just to make the life of a runner harder)
~HD
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Jan 14, 2006, 07:33 PM // 19:33
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#19
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Lion's Arch Merchant
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Put more disenchanters in the mobs and degeners like Necros and Mezzies and watch the PVE solo player scream.
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Jan 14, 2006, 08:29 PM // 20:29
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#20
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Desert Nomad
Join Date: Oct 2005
Profession: W/Me
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I'm a support of adding more randomness to the PvE game; at the very least it stops it from becoming a boring repetitive grindfest.
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