Amount of mobs and their respawn time
Posted: Mon May 09, 2016 12:05 pm
I know this is probably low on the list of issues, but nevertheless here goes:
The amount of mobs in a given spot and their respawn time could use some adjusting. It doesn't help that mobs seem to aggro extremely easy - and ignore LoS and obstacles (like walls) as well.
Examples are the Epic Quests, which a lot are doing at the moment. There are parts in both the new tier 4 ones and the old tier 3 ones, where it is more or less impossible to complete a certain stage, unless you have a group of at least 2 or 3.
It's completely cool that certain steps provide a challenge and call for more teamwork, like final stages, if you decide to try completing them on a low rank etc.
But having trivial parts be almost impossible to everything except a dps-healer or a defensive tank, simply due to an over-crowding of fast-respawning mobs, is not the way it should be (in my humble opinion).
for reference, on live these epic quests were all doable solo for more or less all classes - if you specced accordingly.
The amount of mobs in a given spot and their respawn time could use some adjusting. It doesn't help that mobs seem to aggro extremely easy - and ignore LoS and obstacles (like walls) as well.
Examples are the Epic Quests, which a lot are doing at the moment. There are parts in both the new tier 4 ones and the old tier 3 ones, where it is more or less impossible to complete a certain stage, unless you have a group of at least 2 or 3.
It's completely cool that certain steps provide a challenge and call for more teamwork, like final stages, if you decide to try completing them on a low rank etc.
But having trivial parts be almost impossible to everything except a dps-healer or a defensive tank, simply due to an over-crowding of fast-respawning mobs, is not the way it should be (in my humble opinion).
for reference, on live these epic quests were all doable solo for more or less all classes - if you specced accordingly.