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Originally Posted by Not A Fifty Five
A lot of complaints in the PvE section are that certain classes serve no purpose in PvE. This causes a shift to play heroes instead by mesmers, dervishes, and what not. By making monsters smarter, all classes in pve can serve a purpose and less complaints about "nerfs that affect pvp a little but destroy pve" will be made. Anet has also, I believed they said, wanted to try and close the bounds between pvp and pve. Here's what I think is a very easy to implement AI to make monsters smarter.
By following all the steps here, PvE should retain the same ease for casual players while allowing all classes use and making "elite" areas actually that. Most important to this is step 3.
Step 1 General AI updates of monsters
A)All monsters aggro with the current aggro setup but aggro changes to compass range upon aggro. Monsters then choose a >>random<< ally to attack.
Pros:No more power leveling, players cannot designate "tanks" by shifting hp maximums in the party or having the designated tank aggro and retain aggro for 2-3 seconds to be the only target ,monsters are smarter
Cons:the pve meta game will change dramatically and warriors will suffer (somewhat)
B)balanced monster parties in future campaigns and current elite missions. One mesmer in every party, one monk, the rest whatever.
Pros:elite areas will actually be difficult, DoA will no longer be soloable
Cons:Cons??
C)Monsters get skills used by decent pvpers. Power shot on monsters? Even mobs have some intelligence. Elites like primal rage sadly have to remain intact on mobs for obvious reasons. >.>
Pros:smarter mobs
Cons: cons?
Step 2 Monster AIs by Role (these would also affect allied henchies, but whether or not they should affect heroes is debatable)
Warrior-type mobs: Attacks random player in the new full compass aggro. Switches target if L damage is not met every 10 seconds where L is a variable based on the monster's level. Switches target if attack is blocked 2 times in a row.
Healer-type mobs: Heals targets with lowest % max life first. Mobile while not casting spells. Protection type spells are used only on targets taking >L DPS. Condition removal and hex removal is on every bar.
Spell Interrupt-type mobs: Only spells >5 energy are interrupted by spell interrupts.
Step 3 Balance
Due to "smarter mobs" all mobs have a 20% lower level (level 28 e.g. becomes level 22 or 23 depending on rounding. Bosses deal only +50% more damage. Drops are based on the old level. The idea is also implemented on a test weekend to further assess what level of balance is needed.
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yes we get you have problems PvP against real people but to make the Ai like them to make some people feel better not worth the aggrovation even more than some alrdy cause. as Dr Strangelove had pointed out the general flaws here ill try to expand on some more.
Step 1 General AI updates of monsters
A)All monsters aggro with the current aggro setup but aggro changes to compass range upon aggro. Monsters then choose a >>random<< ally to attack.
a) monsters already do choose a some what limiting random target system. and we already saw when monster had unbelieveable aggro zones and would follow everywhere and that was bad enough and no you are basicllay saying you want it back. Well im still waiting on the spirit aggro bug to be fixed first. sad that if you leave a spirit half way across a map the monsters still no where you are.
Pros:No more power leveling, players cannot designate "tanks" by shifting hp maximums in the party or having the designated tank aggro and retain aggro for 2-3 seconds to be the only target ,monsters are smarter
a) Anet has already changed the way to get exp and the way they break aggro so that takes care of that for you.
Cons:the pve meta game will change dramatically and warriors will suffer (somewhat)
a) not really wont change wars any more than they are now.
B)balanced monster parties in future campaigns and current elite missions. One mesmer in every party, one monk, the rest whatever.
a) We may not be getting any further big updates after GW:EN actually for the most part the groups are fairly fine now as they are designed, lets not make fights last 50 mins instead of 10 mins
Pros:elite areas will actually be difficult, DoA will no longer be soloable
a) again we are at you not likeing people soloing. It dont effect you at all so why does it bother you so much, i feel there is a big secret you seem to be keeping from people on your supposed hate for soloing
Cons:Cons??
a)lets see here biggest con i can think of is the prices on everything would start to skyrocket. and thats a pretty big con to alot of friends i have. most of them dont have spare millions lying around like me and some others.
C)Monsters get skills used by decent pvpers. Power shot on monsters? Even mobs have some intelligence. Elites like primal rage sadly have to remain intact on mobs for obvious reasons. >.>
a) it would have to depend on the mobs. ie spider wouldnt have flame arrow.
Pros:smarter mobs
a)see the above
Cons: cons?
a)see the above
Step 2 Monster AIs by Role (these would also affect allied henchies, but whether or not they should affect heroes is debatable)
Warrior-type mobs: Attacks random player in the new full compass aggro. Switches target if L damage is not met every 10 seconds where L is a variable based on the monster's level. Switches target if attack is blocked 2 times in a row.
a) so basically you want wars to run off when ever they stop recieveing damage. hmm not a good idea escpecially if you think of RoA and some of there skills they use. there is a problem alrdy with them doing that.
Healer-type mobs: Heals targets with lowest % max life first. Mobile while not casting spells. Protection type spells are used only on targets taking >L DPS. Condition removal and hex removal is on every bar.
a) theres a problem with this also. wont nickpick it as badly as i could but yeah still easy to stop the monk even as easily as now.
Spell Interrupt-type mobs: Only spells >5 energy are interrupted by spell interrupts.
a)Dr Strangelove said it well enough on that
Step 3 Balance
Due to "smarter mobs" all mobs have a 20% lower level (level 28 e.g. becomes level 22 or 23 depending on rounding. Bosses deal only +50% more damage. Drops are based on the old level. The idea is also implemented on a test weekend to further assess what level of balance is needed.
so in otherwards you want anet to completely overhaul there mobs? as it would be nearly half the content of all 3 chapters so far.
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Originally Posted by Not A Fifty Five
As I say, the update is not about difficulty, its about style of play. An added balance in step 3 is to rescale the difficulty back to somewhat normal conditions.
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They already are working aon scaling the difficulty for you with the hard mode. But if you want a different style of play well why not change your own style instead of wanting nearly a half game revamp as this would require.
And i did laugh hard at your very first sentence. All classes serve a purpose in PvE. Its not most peoples fault they dont realize how to play certain classes or what they are capable of.