Give all (non-monk) PvE enemies Resurrection Signet
BigTru
It still won't fix the games (lack of) difficulty, but I guess it'd be one step closer to fixing it.
mariano
I like this idea. It would make PvE more like PvP.
Nevertheless:
A) May be it is not reasonable that all kind of monsters had a resurrection signet. Particularly those monsters which grow in big numbers (else fights would last too long).
B) To make that change all PvE would have to be reelaborated, what is not a small job, so this idea might be better for a future chapter.
Nevertheless:
A) May be it is not reasonable that all kind of monsters had a resurrection signet. Particularly those monsters which grow in big numbers (else fights would last too long).
B) To make that change all PvE would have to be reelaborated, what is not a small job, so this idea might be better for a future chapter.
actionjack
I don't think the game lack difficulties. And it Grow very very tiresome to kill them time after time. But more mob that can use or cast rez skill would be a good touch to make them more "human" like (but not on all of them). I only saw one mob that does the rez.
LaserLight
Perhaps something like early Post-Sear Ascalon's Ressurect Gargoyles. Creatures separate from Monks which specialize in reviving fallen enemies. I think that would be more reasonable than giving every monster in the game ReSiggy. Especially since for some monster breeds it'd make no sense for them to be reviving people. The NecroCrickets (scarabs) in the Desert and Jungle, for instance, would rather eat dead people than revive them, as would many beast-type enemies I suppose.
Still, for the sentient, organized foes like Charr, Undead, Mursaat (*shudders*) and the like, a resurrect class would make sense. Call them *Species* Revivalists and make them basically offense-less Resmers. Would make some encounters a royal pain, though...
THK Mursaat Monk boss with allied Revivalists...>_<
Still, for the sentient, organized foes like Charr, Undead, Mursaat (*shudders*) and the like, a resurrect class would make sense. Call them *Species* Revivalists and make them basically offense-less Resmers. Would make some encounters a royal pain, though...
THK Mursaat Monk boss with allied Revivalists...>_<
stickyballs
Quote:
Originally Posted by LaserLight
Perhaps something like early Post-Sear Ascalon's Ressurect Gargoyles.
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Dunno though, adding a Rez Sig will just be a pain in the ass if they Chain Rez. If you don't have an disrrupter, it will REALLY be annoying. Picture this, you're in SF. There is a Stone Summit ranger left. He uses sig on warrior, who in turn uses sig on necro, etc. until the whole party along w/ monks are alive. And, unlike the infinite rez skills, the rez sig restores to full health, so unlikely you'll kill fast enough before they use the sig. Then you have to fight the same party again, just like in PvP. But the point of PvE is not to fight the same mob over and over again. Then, everytime you see a mob, you will be wary because it takes like 10 minutes. So, what would happen to 5- Man SF Farm? Total nerf because they will have to bring a disrupter, which would be 6-Man farm. But I don't farm SF and I don't really PvE anymore so, bleh...w/e.
NatalieD
Every enemy is a bit much. But I definitely like the idea of giving it to some of the more sapient/civilized enemy groups.
Soul Shaker
Just not the stone summit...it doesn't fit in with their storyline.
QuixotesGhost
Quote:
Originally Posted by stickyballs
Dunno though, adding a Rez Sig will just be a pain in the ass if they Chain Rez. If you don't have an disrrupter, it will REALLY be annoying. |
I don't know about res signets, but PvE mobs definatley need better defensive skills. I think what's really needed is better PvE monks in more places.
Opeth11
Hmm, unlimited supply of enemies..
Wouldn't that be the greatest gift EVER for a farmer?
Even if they were unfarmable, it would be a little unfair for new players, as it gets really tedius, having to kill the same guy over, and over, and over. Trying to head towards Borlis' Pass? Well, that giant mob is just going to regroup and slaughter you after you've hit 60% Death Penalty!
Hooray!
Wouldn't that be the greatest gift EVER for a farmer?
Even if they were unfarmable, it would be a little unfair for new players, as it gets really tedius, having to kill the same guy over, and over, and over. Trying to head towards Borlis' Pass? Well, that giant mob is just going to regroup and slaughter you after you've hit 60% Death Penalty!
Hooray!
Numa Pompilius
Quote:
Originally Posted by BigTru
It still won't fix the games (lack of) difficulty, but I guess it'd be one step closer to fixing it.
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/unsigned in triplicate!
Xioden
"FS Ranger LFG only 1.5K per person!1!1oneone!!"
Giving a couple mobs here and there a rez sig could definitely stir things up some, but every mob having it would just get frustrating after awhile, as Numa Pompilius said, try the Zaishen Challenge and you start to see how it ends up.
Giving a couple mobs here and there a rez sig could definitely stir things up some, but every mob having it would just get frustrating after awhile, as Numa Pompilius said, try the Zaishen Challenge and you start to see how it ends up.
ibex333
And why would rez sig be good on enemies?? Mabe you want to waste half of your life playing this game.. I dont.
Kakumei
This wouldn't increase challenge at all, only tedium. Bad idea.
WasAGuest
Only if they "suicide rez" and all rezzers act like the henchies (all mobs rush to try and rez the same mob) - that way we can all get a good laugh.
Would give interupters something more to do, but, people soloing with the still inept henchmen would find getting from point A to B an act of tedium.
Would give interupters something more to do, but, people soloing with the still inept henchmen would find getting from point A to B an act of tedium.
SpeedyKQ
Well, certainly not all of them, but a few monster res sigs once in a while would be interesting. Variety is good.
People who complain about PVE being too easy have probably spent many many hours playing GW. The fact is that the main PVE quests and missions have to be balanced to be challenging but not impossible for first-timers, if the player base is going to grow. I think Anet has it about right.
But I'm also glad they're promising to add harder high-end content to Factions, because veterans need a better challenge.
People who complain about PVE being too easy have probably spent many many hours playing GW. The fact is that the main PVE quests and missions have to be balanced to be challenging but not impossible for first-timers, if the player base is going to grow. I think Anet has it about right.
But I'm also glad they're promising to add harder high-end content to Factions, because veterans need a better challenge.
frickett
PVE monsters already have higher levels, and there are more than 8 of them on the screen. Why would you want to give them resurect also. There are some gargoyles that have resurect.
Kool Pajamas
I think a few here and there would be good like the gargoyles. It will help teach newbies some strategy. Kill/disrupt the danged rezzers!
Josh
Quote:
Originally Posted by stickyballs
Lol, I remember those Gargoyles. They are Lvl 2, but they run around and just rez before they get killed.
Dunno though, adding a Rez Sig will just be a pain in the ass if they Chain Rez. If you don't have an disrrupter, it will REALLY be annoying. Picture this, you're in SF. There is a Stone Summit ranger left. He uses sig on warrior, who in turn uses sig on necro, etc. until the whole party along w/ monks are alive. And, unlike the infinite rez skills, the rez sig restores to full health, so unlikely you'll kill fast enough before they use the sig. Then you have to fight the same party again, just like in PvP. But the point of PvE is not to fight the same mob over and over again. Then, everytime you see a mob, you will be wary because it takes like 10 minutes. So, what would happen to 5- Man SF Farm? Total nerf because they will have to bring a disrupter, which would be 6-Man farm. But I don't farm SF and I don't really PvE anymore so, bleh...w/e. |
fiery
Heh talk about over farming, say the trolls outside of forge, kill all but one. CHAIN RES, and farm them again. Double the drops, multiply the reses. But pretty sweet on getting double experince.
Mandy Memory
rezd monsters shouldnt get more drops.
I would say 50% should have rez sigs, and more monsters have a perma rez. Not everyone brings a rez sig in pvp.
I would say 50% should have rez sigs, and more monsters have a perma rez. Not everyone brings a rez sig in pvp.
BigTru
Quote:
Originally Posted by Mandy Memory
Not everyone brings a rez sig in pvp.
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tuperwho
/shudders at the thought of every creature in FoW having a res. Those hydras I cleared last night would be nausiating. More enemies with res. skills or sig.? Sure! All monsters with a sig? I think that's a bit too much.
M C H A M M E R
1. Those summit priests in SF have res
2. A ressed enemy in PvE doesn't drop anything
kthxbai
2. A ressed enemy in PvE doesn't drop anything
kthxbai
Mandy Memory
Quote:
Originally Posted by BigTru
Just about every (intelligent), non-monk and usually one utility bring res sig,
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Warrior monsters should run ahead and aggro us. Then the monk monsters should all be 55 smiters and the mesmers should all be e-denial.
So no, it shouldnt be exactly like pvp, infact I would rather see a higher % of monsters carrying rez sigs as the game progresses.
Dr Strangelove
Quote:
Originally Posted by Mandy Memory
Warrior monsters should run ahead and aggro us. Then the monk monsters should all be 55 smiters and the mesmers should all be e-denial.
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Rogmar
Sorry, I don't want to kill the same enemy twice. That's like trying to clear Sorrow's for half the loot.
kvndoom
Good idea actually. A few points:
Killing a rezzed enemy does not give you added XP or drops. You can prove this in Sorrow's Furnace.
I'm pretty certain that monsters get DP too, so even if they are rezzed at 100% health they'll still be easier to kill the next go round.
Rez signets aren't renewable, so eventually yes, the mob will be at 60% DP and no rezzes left. This would go a long way in teaching targeting and tactics to players.
Give every last one of em a rez sig, for all I care. And every monk a rez spell. 'Twould be a breath of fresh air.
Killing a rezzed enemy does not give you added XP or drops. You can prove this in Sorrow's Furnace.
I'm pretty certain that monsters get DP too, so even if they are rezzed at 100% health they'll still be easier to kill the next go round.
Rez signets aren't renewable, so eventually yes, the mob will be at 60% DP and no rezzes left. This would go a long way in teaching targeting and tactics to players.
Give every last one of em a rez sig, for all I care. And every monk a rez spell. 'Twould be a breath of fresh air.