Quote:
Originally Posted by Guardian of the Light
Do you think Anet should have put more effort into making PvE more like PvP before the game was released?
Do you think Anet should try to make mobs smart and equiped with better build in PvE in GW:EN?
Do you think Anet should try to make mobs smart and equiped with better build in PvEin GW2?
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No, no, and... no (not unless they change the current build/concept of mobs completely).
Something people seem to forget... PvP is all about balance, Right? Youve all got the same number of people on your team. Youve all got the same number of skills in your bar. They are continuously attempting to balance the skills (not always successfully, but they try).
Now just imagine PvE mobs that had lighting fast reflexes, can monitor all opponents simultaniously, and are 2-4-6-8 levels higher than your party. Shouldn't have to imagine that much, they already exist. And in the case of hard mode you can add 1/2 cast, permanently increased movement and attack rate.
Now add to that, complete skill synergy with a full skill bar + rezes. And make sure that a mob never has less than 8 members. AND a smart enough AI to know when not to cast (backfire/soul leech) and other such suicidal actions.
The mobs in PvE are fine as is. Someone else started a thread where the OP is some kournan priest (a bit heavy on the RP). He's pretty much asking for the same thing as you've put up for discussion here. He complains that his fellows don't have enough skills, and the skills they have don't make sense. He doesn't go quite so far as to note that many of the kournan soldiers are lvl 16-18 (so lower HP/armor/attributes), but had he done so, it might have better highlighted that the Kourna portion of the game is not top end yet. You don't really see the big stuff until Vabbi, and then you don't see the really big BIG stuff until Realm of Torment. Here you face mobs of 6-8 margonites or shadow guys (or titans... i hate titans, but they are in smaller groups). They are typically Level 24, and you have to deal with enviromental conditions on top of that. Jacking up there intelligence to match even a moderately skilled PvP team would likely shut out any chance of success for all but 10% of the GW player base (and that's being generous).
Mobs already have higher armor, higher HP, suspiciously higher energy (no one has really confirmed this, but it is highly suspected), omniscient awareness of the battle field, much faster reflexes, and higher attributes = bigger punch to spells and skills.
Players occassionally have more in a party (but not always), and are smarter (again, not always).
This is what is refered to (but often dismissed or ignored) as PvE balance. To better illustrate just one of these qualities, allow me to throw out another "suppose". Imagine you're in a standard HoH match. There are three teams competing. The red team and the blue team have the same GUI that we are all used to. BUT the yellow team has one little additional feature... they have two extra party windows. These party windows represent the roster for the red and blue teams. Additionally, these windows also have mini skill progress bars, so you can monitor exactly what each member of each team is doing at all times. Which player is being hit with conditions or hexes? Who has an enchantment I can strip/desecrate/drain? Who is low on health? Who is casting a long spell? All this without having to use venta or teamspeak or text chat. All at a glance. Just imagine what a ranger or mesmer could do with that kind of info. This is just one advantage the AI has in PvE. If we wanted to continue we could say, let's give the yellow team another 60 attribute points each, increased attribute caps without need for runes, and an extra 80 HP (again without runes). Oh, and and additional 10 to 20 armor.
This would obviously be unacceptable in PvP. But these are the qualities faced by the adventuring parties in PvE. So how is balanced achieved in PvE? The skills the mobs bring don't always work in complete synergy with each other. The mobs will always attack, ignoring hexes/conditions that will make attacking dangerous/suicidal. They behave in a highly predictable fashion. They often (though not always) come in party numbers smaller than the standard group. This is how balance is achieved in PvE (no matter what someone may have said about there being no such thing).
Increasing the intelligence of the AI would make some of the portions of the game that are already challanging down right impossible.
In a well synergized, co-operative, practiced, informed group, every situation in PvE should be handled with little difficulty if any at all. Thing is, most groups in PvE aren't well organized/practiced/communicative. The PvE game is well designed for the PvE community. Trying to change one community into another will simply alienate a vast portion of that community. So, no. I don't think they should redesign the AI or mobs to be more like PvP teams, even if they were able to do so.