This has been on my mind for quite a while now actually, ever since I first met the Obsidian Flame spike team in Zaishen Challenge.
Obviously, ANet knows how to design an AI team that can do coordinated spikes, but nowhere else in the game have they used this feature. Similarly, you don't often see the kind of prompt res signet usage that the Zaishen Challenge NPCs do.
I think that adding more spike groups and faster enemy ressing would be a low-cost way to improve the difficulty of PvE.
And like player spikes, they should come in a variety of flavors to encourage different counters:
- Some of them should be imperfect half-second spikes so that they are Infusible. Perfect spikes are OK too, because you can still interrupt them or go massive pressure to drop the spikers before they take out too many of your own team. Naturally, the enemy team should make liberal use of res signets, like they do in Zaisen Challenge, to get their own spikers back up ASAP.
- All the spikes with casting time > 1 second would encourage use of interrupts to defeat the spike.
- Air Spike and Obsidian Spike would teach use of pre-casting Prot Spirit on likely targets.
- Ranger Spike would encourage the use of blinds and evade/block enchants, stances, and shouts.
- Blood Spike would teach that you can't prot against life-stealing, and encourage interrupts, especially AE interrupts like Cry of Frustration.
- Air Spike, Feast of Corruption spike, or Oppressive Gaze spike would also teach you to look for the telltale hex or condition on the spike target, and also quickly remove the condition or hex to neuter the spike.
- Feast of Corruption or Oppressive Gaze spike would teach you how to not bunch up.
Even within a class of spike group, there is room for a range of difficulty levels. You could have the easy Zaishen Challenge style Obs spike, or you could make them E/Me and give them Mantra of Resolve and Ward of Stability to make it harder to counter.
I realize that spike groups might be too difficult for many PuGs to handle, and I have confirmed that Heros do not know how to use Infuse Health or Divine Intervention properly vs spike. Therefore, my suggestion would be to add enemy spike teams as part of quests marked as "Difficulty: Master" or to include them in the "elite" PvE areas such as the new Domain of Anguish. I am not far enough through NF yet to try DoA myself, but from what I hear, much of the challenge comes from the big numbers approach: lots of mobs with high levels. Having lower level mobs that spike instead would be one good way to add variety.
Would you like to see enemy spike teams in PvE?
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Originally Posted by Zinger314
Then again, does it count as a spike if you die on one hit anyways?
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The closest thing to an actual spike I've seen are the outcast rangers in the no_cast room of the Deep, that use needling shot in near perfect timing. The problem with a full spike group in PvE is with monster damage buffs from levels, an AI timed spike is more than likely to be perfect and uncatchable. No average or even above average PuG is going to be able to disrupt a spike consistantly, so it will just cause frustration..
The enemies can spike perfectly well as they are. Not even a few hours ago i had henchman killed about 8 times in a single fight before i had to flee by a group of Kournan Bowman on the Consulate Docks mission. The spikes weren't perfect but they were definatly focus firing and doing it quickly.
Its bad enough as it is without giving enemies even more finely tuned spike builds.
Its bad enough as it is without giving enemies even more finely tuned spike builds.
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Originally Posted by Aigred
This has been on my mind for quite a while now actually, ever since I first met the Obsidian Flame spike team in Zaishen Challenge.
Obviously, ANet knows how to design an AI team that can do coordinated spikes, but nowhere else in the game have they used this feature. Similarly, you don't often see the kind of prompt res signet usage that the Zaishen Challenge NPCs do. I think that adding more spike groups and faster enemy ressing would be a low-cost way to improve the difficulty of PvE. And like player spikes, they should come in a variety of flavors to encourage different counters: - Some of them should be imperfect half-second spikes so that they are Infusible. Perfect spikes are OK too, because you can still interrupt them or go massive pressure to drop the spikers before they take out too many of your own team. Naturally, the enemy team should make liberal use of res signets, like they do in Zaisen Challenge, to get their own spikers back up ASAP. - All the spikes with casting time > 1 second would encourage use of interrupts to defeat the spike. - Air Spike and Obsidian Spike would teach use of pre-casting Prot Spirit on likely targets. - Ranger Spike would encourage the use of blinds and evade/block enchants, stances, and shouts. - Blood Spike would teach that you can't prot against life-stealing, and encourage interrupts, especially AE interrupts like Cry of Frustration. - Air Spike, Feast of Corruption spike, or Oppressive Gaze spike would also teach you to look for the telltale hex or condition on the spike target, and also quickly remove the condition or hex to neuter the spike. - Feast of Corruption or Oppressive Gaze spike would teach you how to not bunch up. Even within a class of spike group, there is room for a range of difficulty levels. You could have the easy Zaishen Challenge style Obs spike, or you could make them E/Me and give them Mantra of Resolve and Ward of Stability to make it harder to counter. I realize that spike groups might be too difficult for many PuGs to handle, and I have confirmed that Heros do not know how to use Infuse Health or Divine Intervention properly vs spike. Therefore, my suggestion would be to add enemy spike teams as part of quests marked as "Difficulty: Master" or to include them in the "elite" PvE areas such as the new Domain of Anguish. I am not far enough through NF yet to try DoA myself, but from what I hear, much of the challenge comes from the big numbers approach: lots of mobs with high levels. Having lower level mobs that spike instead would be one good way to add variety. |
If there were spike mobs in PvE, I think you'd bring back the E/Mo bonder.
But really, would you want to PLAY through that? AI Interruptions are already on crack or something, because I had my Watch Yourself! shout interrupted with Savage Shot. I'd never had a shout interrupted before, and quite frankly I was scared.
But really, would you want to PLAY through that? AI Interruptions are already on crack or something, because I had my Watch Yourself! shout interrupted with Savage Shot. I'd never had a shout interrupted before, and quite frankly I was scared.
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Originally Posted by - Tain -
that is quite literally impossible.. shouts don't have an activation, and cannot be interrupted
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Originally Posted by Avarre
The closest thing to an actual spike I've seen are the outcast rangers in the no_cast room of the Deep, that use needling shot in near perfect timing. The problem with a full spike group in PvE is with monster damage buffs from levels, an AI timed spike is more than likely to be perfect and uncatchable.
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Originally Posted by Kha
The precision of AI coordination > human reaction, so it's not exactly something I think should be encouraged in future chapters.
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If there were high-level spiker mobs, then the damage would need to be tuned so that using the same imperfect timing approach, the spike would still fail if 1 or 2 of the contributions failed. Level 20 mobs would use 4-man obs spike, but maybe level 24 mobs would use only 3-man. Or you could have a level 20 group in a mainly level 24 area. There are various combinations that would make it manageable.
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Originally Posted by Kha
All of Nightfall has mobs that spike.
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Originally Posted by Elruid
Ever since Factions the mobs have had a tendency towards spiking.
They have professed in this regard even more in Nightfall. |
I've finished Factions, but I don't remember seeing any multi-participant spikes there either. When I say spike, I'm not talking about a single boss doing 400 damage to a single target or even to an area-of-effect (although I do enjoy that mechanic and want to see it continue). A single huge hit (eg., level 28 ele boss lightning orb) doesn't require the same kind of approach as when there are a few slightly large hits (4 obs flame spikers) or many many small hits (4-ranger spike with Orders) from different sources.
Maybe I should clarify what I mean when I say spike.
Sure, mobs will sometimes focus fire a single target, and that's good, but focus firing by itself is not what I'm asking for, since that already happens reasonably often.
Rather, I'm specifically referring to a sequence of hits that all arrive in 1 second or less, where if every hit lands, it would be sufficient to kill an unbuffed, full-normal-health, non-DPed player party member. And the enemy team should use this sequence repeatably and deliberately, not by fluke because their skill timers all happened to coincide at a particular moment.
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Originally Posted by Avarre
No average or even above average PuG is going to be able to disrupt a spike consistantly, so it will just cause frustration..
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There already are spike teams in PvE. The AI has the same AI as each other, so they frequently all change target at the same time. I see people instantly dead loads, and down the left of the screen are 2 Shatter Enchantments, a Lightning Hammer and 2 Fireballs, all of which happened in the last 1 second.
There are also quite a few places in NF where there are 6 or more rangers and they all attack someone with an attack skill. Devona runs in and is dead before she gets there.
There are also quite a few places in NF where there are 6 or more rangers and they all attack someone with an attack skill. Devona runs in and is dead before she gets there.


