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Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 2:25 am
by evildeadbird
yobogoya wrote: Sun Jul 07, 2024 9:42 pm
Kolyarut wrote: Sun Jul 07, 2024 5:36 pm Do people really think good PVE is when mobs are giant sacks of hit points that autoattack you until they die?
No, I think it's known as the "industry standard." If you want to load champions, heroes, and lords up with abilities, by all means do so. But bog standard normal mobs are there for grinding exp, materials, and quests. MMO's that started before warhammer and outlived warhammer still do this to this day.
I fondly remember getting the crap nuked out of me by some goblin wizard in EQ.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 3:16 am
by Zxul
yobogoya wrote: Sun Jul 07, 2024 9:42 pm
Kolyarut wrote: Sun Jul 07, 2024 5:36 pm Do people really think good PVE is when mobs are giant sacks of hit points that autoattack you until they die?
No, I think it's known as the "industry standard." If you want to load champions, heroes, and lords up with abilities, by all means do so. But bog standard normal mobs are there for grinding exp, materials, and quests. MMO's that started before warhammer and outlived warhammer still do this to this day.
Not a standard, like I mentioned in GW1 for example every single bog standard normal mob used every ability which its class- same as player ones- had in the game.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 8:59 am
by Templa
It fills me with immesurable pleasure getting stunned and dismounted by a lvl 35 cat while riding on a fully armored war horse.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 12:35 pm
by Aluviya
I somewhat agree with the original post. Simply giving mobs abilities doesn't ultimately make PvE more engaging . In fact, they usually CC a target on cooldown, and if they have several CC abilities, they use them all at once - if you run Gunbad mid on a tank you know exactly what I mean. This makes PvE more annoying than a strategic experience. The biggest problem I see is that some of the encountered CCs do not respect the game's immunity system, which can result in chain CCs. And also certain abilities having a quite low CD/immunity timer. With the large pool of mobs, I really struggle to motivate myself to write a bug tracker note every time, which requires precise observations to check which mobs used which ability. Also soft CC in terms of snares are somewhat frustrating - considering that some are only cleanseable by certain healer archetypes and some are simply not the type of ailment/curse/hex it shows to be.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 4:22 pm
by Emissary
Aluviya wrote: Mon Jul 08, 2024 12:35 pm Also soft CC in terms of snares are somewhat frustrating - considering that some are only cleanseable by certain healer archetypes and some are simply not the type of ailment/curse/hex it shows to be.
We are trying to go through all the mobs (once we get done with Ch22 it will go a little faster) to see who has different CCs. What I have been doing is applying hex/ailment/curse/enchantment tags on all the pve cc so any healer can cleanse them. We will look at the CC in the dungeons a little closer once we slow down the CH22 work.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 4:42 pm
by Aluviya
Emissary wrote: Mon Jul 08, 2024 4:22 pm
Aluviya wrote: Mon Jul 08, 2024 12:35 pm Also soft CC in terms of snares are somewhat frustrating - considering that some are only cleanseable by certain healer archetypes and some are simply not the type of ailment/curse/hex it shows to be.
We are trying to go through all the mobs (once we get done with Ch22 it will go a little faster) to see who has different CCs. What I have been doing is applying hex/ailment/curse/enchantment tags on all the pve cc so any healer can cleanse them. We will look at the CC in the dungeons a little closer once we slow down the CH22 work.
Thats great indeed.

Re: Restore open world PvE to what it was

Posted: Mon Jul 08, 2024 5:21 pm
by akisnaakkeli
Emissary wrote: Mon Jul 08, 2024 4:22 pm
Aluviya wrote: Mon Jul 08, 2024 12:35 pm Also soft CC in terms of snares are somewhat frustrating - considering that some are only cleanseable by certain healer archetypes and some are simply not the type of ailment/curse/hex it shows to be.
We are trying to go through all the mobs (once we get done with Ch22 it will go a little faster) to see who has different CCs. What I have been doing is applying hex/ailment/curse/enchantment tags on all the pve cc so any healer can cleanse them. We will look at the CC in the dungeons a little closer once we slow down the CH22 work.
Ty for the great work to you and the whole team! I Onslaught is probably staying CH22 Thing and no problem with that. Is there any possibility to kind of make RvR/PvP version of Onslaught gear, meaning low rr requirement but more potent than rare fortune for example. Easiest would probably be all pieces dropping in all forms of PvP and they would be Boe. Onslaught atm is kind of great for all tanks and healers and wh/we/sorc/bw and engi gloves get 5 range but i think all rest are disappointing. Also if there is not plans to utilize influence rewards better there really should be.

In live those r38-rr38 RvR influence rewards would have Things like Armour debuffs, Critical rate/Critical dmg increase in both 1h and 2h, Armour procs stacking with Pots/buffs etc. Well rr38 is kind of low, so Open Second Inlfuence Tier, they are broadly Chaos/emp dwarf/GS and Elfs. So 3 new inf bars to fill, if you make first reward good, thats 9 new pieces of gear and that sounds like RvR Inf Set and couple of great proc wpns/items to me;) I think these would be easiest way to please everyone with allowing more appearances=)

Edit; Lol interesting coincidence i found this on armour [Vain Greathelm] " Alternate helm to your onslaught set "