I want PvE to be more replayable in general. I think this could be accomplished by making the game slightly different, and making different encounters seem less copy/pasted, and also letting them use bars that don't suck (yes, perhaps bars more like players).
Idea #1:
Remove super-special bonuses that are given to monsters. This means:
Normal Energy Regeneration.
No half Hex/Condition duration (except for exceptional bosses)
No fast recharging/casting (except for exceptional bosses)
No absolute-immunity-to-specific-things *looks at Mallyx*
No superpowers for Hard Mode monsters
Levels closer to 20 in high areas
No double damage
Idea #2:
Bosses, key opponents, and hard mode enemies should be set apart by:
Better AI
Organization across groups
Thought out skill bars
Unpredictability
Idea #3:
All enemeis (excepting the most basic beginning areas, AKA early Presear, early Monastery, early Istan) should be semi-random. This means:
A couple choices for each skill
Random placement, spawns, patrols (except bosses)
Little randomly distributed AI quirks, like cowardice, leeroy-ing, relentlessly picking on one target, follows behind an ally all the time, etc.
Now, that's all well and good, but maybe I should give some examples. Let's take a look at the Charr hoards faced in Ascalon, as they are:
Charr Blade Warrior
Frenzy
Wild Blow
Charr Chaot
Conjure Phantasm
Energy Burn
Shatter Enchantment
Shatter Hex
Charr Martyr
Infuse Health
Heal Area
Boss: Garfazz Bloodfang
Faintheartedness
Life Siphon
Mark of Pain
Nothing remarkably special. The Charr Chaot has potential, but it just throws the spells out wildly, shattering whatever can be shattered as soon as possible. More of an annoyance than a threat.
So, let's see if we can add some variety to these things.
Charr Blade Warrior
Frenzy/Flurry/Berserker Stance (various types of IAS)
Wild Blow/Power Attack/Bull's Strike (simple attack skills of varying effect)
Shield Stance/"I Will Survive!"/"Watch Yourself!" (varying types of defensive skills)
Charr Chaot
Conjure Phantasm (dependable enough)
Energy Burn/Power Spike/Diversion (various caster hate to throw around)
Shatter Enchantment/Drain Enchantment (maybe add some better enchant removal AI?)
Shatter Hex/Inspired Hex
Energy Tap/Channeling/Power Drain (they need some energy management now without their bottomless pool)
Charr Martyr
Infuse Health/Heal Other (following the theme of things for allies only)
Healing Seed/Restore Life/Remove Hex (various utility)
Heal Area/Healing Touch (self healing)
Boss: Garfazz Bloodfang (We'll make him more of a support-ish boss for now)
Blood Ritual
Well of Blood
Shadow Strike
Life Siphon
Strip Enchantment
Glyph of Lesser Energy
Resurrection Signet
(A full, reasonably usable bar that has secondary class skills and even a res signet. This is what a boss should be, rather than a normal monster with a slightly weird skillbar that happens to have silly bonuses.)
Ideally, going through the game, you'd encounter slightly different groups with slightly different skills each time. No more going through Zen Daijun and facing basically the exact same thing 20 times. No more "cheating" enemies, (except maybe things that ought to cheat, like demented gods, etc.).
This is just what I think would make PvE more fun...to me. Feel free to agree, disagree, suggest, comment, or type some comment related to PvE being too easy/hard like this.
S

