For chapter 3, cut down on monster only skills
I think that PvE doesn't reflect PvP very well, not only because the AI is sometimes imbalanced (Hench AI is horrid compared to the tactics of the enemies while players can basically mop the floor with monsters) but gimmicks like "monster only skills" are used.
Bosses like Shiro and Glint, for example..have skills players cannot use.
Wouldn't it be better to just give them whatever 8 skills at 16th attribute level effectiveness the devs choose from any profession, even if all 8 are elite? Considering players cannot cap these "monster only skills" it makes for very little incentive to repeat.
A good example of a boss using all skills that are avilable to players would be a "spell breaker" with 20% longer enchantments, "Animate Bone Golem", "Expel Hexes", "Gladiator's Defense", "Barrage", "Mirror of Ice", "Assassin's Promise", "Vengeful was Khanhei" boss that can use any weapon type depending on the range of the players.
The mobs could probably have innate "gear modifiers" like the lieutenant helm's halves hex duration, runes and etc to further the challenge. However, the armor level, health, and range could be modified (a hammer's damage with bows's range?).
It would be a great way to mix in PvP and PvE if skills are used in conjunction with bosses.
...There has to be way PvE will not be dead easy but also use skills that are available to players.
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