a great Pre-Searing idea
DrSLUGFly
one of the things I loved most about pre-searing is that you don't aggro most animals unless you attack.
Minus 6 levels and you don't get any xp... I think that at minus 8 or 10 levels you shouldn't aggro them unless you attack them. This would make it much easier for players who go back just for the scenery (as I often do).
The problem: high level players who rush low levels by simply walking from portal to portal while the twink stays back at the entry.
The solution: when partied, all members assume the (aggro) level of the lowest level player.
Minus 6 levels and you don't get any xp... I think that at minus 8 or 10 levels you shouldn't aggro them unless you attack them. This would make it much easier for players who go back just for the scenery (as I often do).
The problem: high level players who rush low levels by simply walking from portal to portal while the twink stays back at the entry.
The solution: when partied, all members assume the (aggro) level of the lowest level player.
Keira Darkwind
/signed
Nokomis
Excellent idea and a great way to reduce some pointless grind for higher level players
/signed
--Nokomis
/signed
--Nokomis
GWDiseased
/singed
excellent idea, kind of a copy from CoH.
excellent idea, kind of a copy from CoH.
ManadartheHealer
Good idea...even foresaw the main problem
/signed
/signed
DrSLUGFly
bump for less aggro
EmperorTippy
/singed
But this could cause a problem. Botters. A lvl 20 bot could be put in an area with lvl 12 monsters and not have to worry about a thing. Instead of having to run to a chest right out the door it could run an entire instance with no problems.
But this could cause a problem. Botters. A lvl 20 bot could be put in an area with lvl 12 monsters and not have to worry about a thing. Instead of having to run to a chest right out the door it could run an entire instance with no problems.
DaRhino
Oooh, I like!
/signed
/signed
Advocate Of Hell
Good one
/signed
/signed
GhostXero
/signed
Omnipotens Vir
Having pathetic low-level enemies aggro is pretty pointless. As far as I can see, all it does is annoy the player.
That said, a definite /signed.
That said, a definite /signed.
Mr_Intangible
I agree 100% /signed
Devourers are pissing me off. I estimated that about every 2ft 1/2 they come out of the ground
Devourers are pissing me off. I estimated that about every 2ft 1/2 they come out of the ground
Andy_M
Agree absolutely.
/signed
/signed
Omnipotens Vir
Quote:
Originally Posted by Mr_Intangible
I agree 100% /signed
Devourers are pissing me off. I estimated that about every 2ft 1/2 they come out of the ground |
Pashet
/signed
Dyeeo
/signed
Snipe Kan
good idea for aggro
/signed
/signed
Elena
/signed
Tsukiyomi
I totally agree.
/signed
/signed
beamerxl
Definitely agree.
/sign
/sign
Principa Discordia
Count my signature in!
/signed
/signed
DrSLUGFly
I just want to add a thought here... this is not only for the sake of safely exploring an area, but also something I loved in pre-searing was getting really close to the charr and devourers to look at them... and it looks cool to walk through large groups of them too.
Bueno Star
GRRRRRREAT idea.
/sign
/sign
Gedscho
i understand why you all like this, but i have to say, i dont, because i also can find a challenge in making a build that gets me through an area quick, where i dont want to be bothered by the mobs anymore.
but i think the ranger could have some aggro lowering skills... no problem implementing those... they simply wouldnt work in pvp... or maybe they would: when you cycle through the targets using TAB there is a chance the ranger wont get targetted.... well suddenly i see a lot of mo/r's.... no just kidding.... only for pve
or maybe make it class independent but i think this is a skill that would suit the ranger class
but i think the ranger could have some aggro lowering skills... no problem implementing those... they simply wouldnt work in pvp... or maybe they would: when you cycle through the targets using TAB there is a chance the ranger wont get targetted.... well suddenly i see a lot of mo/r's.... no just kidding.... only for pve
or maybe make it class independent but i think this is a skill that would suit the ranger class
aja
/signed
Shadow_Avenger
/signed.
As for builds to get through areas quick, not hard, speed skill, dodge skill, speed skill and just run, for ranger and warrior it is easy, mesmer and elementalist have a couple of nice speed skills, and they have made it easier since original release, chasing mobs stop chasing when you reach the next mobs aggro zone, before they would just chase you till you zoned. (which was much harder)
As for builds to get through areas quick, not hard, speed skill, dodge skill, speed skill and just run, for ranger and warrior it is easy, mesmer and elementalist have a couple of nice speed skills, and they have made it easier since original release, chasing mobs stop chasing when you reach the next mobs aggro zone, before they would just chase you till you zoned. (which was much harder)
Farmer
It would be nice for dye farmers! /Signed
Mr. Matt
I'm not sure. Great from a gameplay perspective, as I find that annoying too. I mean, from an atmospheric point of view it wouldn't make much sense, especially if it's the Charr we're talking about. Charr are, from what we know of them, likely to attack any human on sight, regardless of circumstances. Why would they suddenly... like... not? Warrior-to-warrior respect? And Devourers are mindless animals, they have no reason not to.
Sure, you could say that it's animal instinct. That animal is simply too weak to attack such a strong human, so it runs away instead! But if they were in a large enough mob to pose a threat that still wouldn't make sense.
I think it would be better to have a 'minimum experience' imposed. Either in terms of how much experience you get from killing something (an experience 'cap', say), or by having all monsters in an instance level up at the same rate as you do. The latter one would keep some areas like Ascalon remotely challenging even after you levelled way past them, as well as stopping it from seem so pointless. Or just by having certain monsters agro whatever level they are, but others just ignore you after a point.
Sure, you could say that it's animal instinct. That animal is simply too weak to attack such a strong human, so it runs away instead! But if they were in a large enough mob to pose a threat that still wouldn't make sense.
I think it would be better to have a 'minimum experience' imposed. Either in terms of how much experience you get from killing something (an experience 'cap', say), or by having all monsters in an instance level up at the same rate as you do. The latter one would keep some areas like Ascalon remotely challenging even after you levelled way past them, as well as stopping it from seem so pointless. Or just by having certain monsters agro whatever level they are, but others just ignore you after a point.
Shadow_Avenger
They already have a min xp inplace, you get 0xp for stuff that you are 10 levels above, infact it maybe less than that.
It wouldn't make that much of a diff, if you do go to areas that are 10 lvls less than you it is a walk in the park. You do approx 200% more damage.
Your points are good though, but the levels would need reworking.
I.e if you are 3+ levels greater than creature x creature does not attack if the creature is solo. If in group then attack unless 10 lvls less.
If in group and last remaining member, run away and shout for help, get the nearest mob of same type creatures and lead them to party.
That could actually be fun, you battle 5 devourers, the last one runs off to get more devourers, you give chase, and then either you fight the next devourer mob, which has 1 extra member or you bump into a mob of a different sort, maybe spiders then you battle spiders and half way through the battle the devourer returns with allies.
That would add some spice to the mix and rangers / distance weapons would be more useful as would slows and cripples to stop the fleeing critters.
It would allow you to explore areas alittle easier.
Another tweak they could add is that if one 1 creature and that creature in not static seek other creatures of same type. Then you would have to make a choice, kill it while it is non hostile and solo or leave it alone and run the risk of it finding others and mobing you later.
It wouldn't make that much of a diff, if you do go to areas that are 10 lvls less than you it is a walk in the park. You do approx 200% more damage.
Your points are good though, but the levels would need reworking.
I.e if you are 3+ levels greater than creature x creature does not attack if the creature is solo. If in group then attack unless 10 lvls less.
If in group and last remaining member, run away and shout for help, get the nearest mob of same type creatures and lead them to party.
That could actually be fun, you battle 5 devourers, the last one runs off to get more devourers, you give chase, and then either you fight the next devourer mob, which has 1 extra member or you bump into a mob of a different sort, maybe spiders then you battle spiders and half way through the battle the devourer returns with allies.
That would add some spice to the mix and rangers / distance weapons would be more useful as would slows and cripples to stop the fleeing critters.
It would allow you to explore areas alittle easier.
Another tweak they could add is that if one 1 creature and that creature in not static seek other creatures of same type. Then you would have to make a choice, kill it while it is non hostile and solo or leave it alone and run the risk of it finding others and mobing you later.
Tactical-Dillusions
/signed (should be easy to implement aswell i think)