07-23-2007, 01:07 PM
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#21
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Join Date: Apr 2007
Posts: 171
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Quote:
Originally Posted by Mortezzah
Increase the rate that 4/5/6 dot mobs interrupt heals cast on self (not heals cast on others).
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I don't know if there's any way to actually make this possible, unless the spells themselves were labeled self-only, but who knows. A lot of NPCs already have stun and silence "procs", whoever and those are the most dangerous for a healer.
The other day I was chain stunned for 30 seconds by an NPC. Unless you have an HoT going, you are going to die in that amount of time. It does have the intended effect of making NPCs with those effects close to un-soloable, and very risky, but it's as frustarting as it gets to be stunned for that long and being pretty much at RNG's mercy.
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07-24-2007, 08:18 AM
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#22
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Join Date: Mar 2007
Posts: 67
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Quote:
Originally Posted by Mortezzah
Before increasing mob hit points or how much damage they do, I would do the simpler:
Increase resist rate to certain spells on 4/5/6 dot mobs. Leave 1/2/3 dot mechanics as they are. Those spells should be: snare, fear, root, and charms to fight other mobs.
Increase the rate that 4/5/6 dot mobs interrupt heals cast on self (not heals cast on others).
Add in player summoning to 4/5/6 dot mobs.
Once that is in (and some exploits are plugged up) it will bring their stated vision closer to reality -- and group type encounters will once again become group encounters, and 6 dot mob boss solos will be a thing of the past.
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Necro rules them all. Nothing you suggest will really limit the solo ability of them. I think other classes are not affected as well because they don’t rely on the abilities you mention. There is no simple switch you can make in the game to prevent soloing high dot content.
I think the better approach is to create the new content with a bit more challenge potential then what we currently have as standard in Vanguard and care less about some minorities which do things they should not be able to do.
The concept of RPG started with: you embody a persona with special abilities. Slaughtering dumb masses of powerless foes is not really following that concept. I prefer to have opponents, not victims.
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07-24-2007, 01:40 PM
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#23
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Join Date: Dec 2006
Posts: 430
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Quote:
Originally Posted by Sasami
Necro rules them all. Nothing you suggest will really limit the solo ability of them. I think other classes are not affected as well because they don’t rely on the abilities you mention. There is no simple switch you can make in the game to prevent soloing high dot content.
I think the better approach is to create the new content with a bit more challenge potential then what we currently have as standard in Vanguard and care less about some minorities which do things they should not be able to do.
The concept of RPG started with: you embody a persona with special abilities. Slaughtering dumb masses of powerless foes is not really following that concept. I prefer to have opponents, not victims.
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You make it so a Necro can't fear/snare a mob will greatly limit the solo ability of them. If their pets are too uber after that, then tweak that.
Tell me which classes are soloing 6 dot mobs that aren't:
exploiting (anyone can do it)
snaring
fearing
kiting
out of melee range (i.e. player summon)
charming
meleeing self-healing
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07-24-2007, 01:47 PM
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#24
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Join Date: Mar 2007
Posts: 168
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Quote:
Originally Posted by Sasami
Necro rules them all. Nothing you suggest will really limit the solo ability of them. I think other classes are not affected as well because they don’t rely on the abilities you mention. There is no simple switch you can make in the game to prevent soloing high dot content.
I think the better approach is to create the new content with a bit more challenge potential then what we currently have as standard in Vanguard and care less about some minorities which do things they should not be able to do.
The concept of RPG started with: you embody a persona with special abilities. Slaughtering dumb masses of powerless foes is not really following that concept. I prefer to have opponents, not victims.
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All of those things suggested would limit solo'ing. The key word is limit. Can you really argue that having high resist or immunity to fears and snares and the mob summoning players would have no impact?
These abilities and others were standard staple for group/raid mobs in EQ. Why? Because they worked and did what they were supposed to. And that was to make it either very difficult or impossible to solo those mobs.
Sure, some enterprising person always finds a way to take out a mob. You can never totally prevent it. However, arguing against such mob abilities simply because someone may be able to beat them isn't a reason for not implementing them. The goal is to raise the bar significantly. It is far, far too easy in today's environment. Why? Because these mobs *don't* have those abilities now.
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07-24-2007, 02:57 PM
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#25
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Join Date: Dec 2006
Posts: 430
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Quote:
Originally Posted by Cas
I don't know if there's any way to actually make this possible, unless the spells themselves were labeled self-only, but who knows.
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Yes, the devs have the ability to determine if a spell is cast on the caster or on someone else.
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07-24-2007, 03:21 PM
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#26
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Join Date: Apr 2007
Posts: 171
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Quote:
Originally Posted by Mortezzah
Yes, the devs have the ability to determine if a spell is cast on the caster or on someone else.
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That's not enough, even if that was true, which still seems unlikely to me, you would have to have a dynamic chanelling code for each spell.
Back when the big heal's chanelling mechanics were changed, it would be no different whether you cast it on yourself or on others.
I guess we will see.
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07-25-2007, 02:24 PM
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#27
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Join Date: Jul 2007
Posts: 5
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Quote:
Originally Posted by Mortifera
I must not understand what you mean... I don't see why a 6 dot could not be duoed if it has a ranged attack...
I've tanked 6 dots named while a cleric was healing me and hitting the mob too. Granted I haven't tried duoing lvl 53 purple ones and such, but the point is that at any level, be it 25, 37 or 46, a boss mob should require a decent group, not just 2 people.
Having a ranged attack does nothing since I'm tanking the mob. Like I said, maybe I don't understand what you meant; I need further explanations heh.
To me there are more than just the "solo" issues. When I have to solo with my warrior, it does suck because I have to sit for 2 mins to get my HPs back, but I play this game to group, not solo. And group-wise there are a lot of issues as well.
You don't really need a tank for most of the content; mobs die quickly in a blur; mobs don't have special abilities (or if they do, they have no effect LOL); etc. Anyhow, I'm going a bit off topic from your remark 
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I didn't make myself clear on this but thought it was rather obvious that i didn't put in an elorborated explanantion. Since this thread is about soloing and not duoing, giving high level mobs a maximum ranged attack would certainly put an end to all soloing. If i can explain: i.e a necro or ranger etc cannot solo a 50 - 6 dot by tanking but by kiting it. Even if the mob is snared they will still be able to hit from maximum range thus ending the soloing prowess of these classes.
However since the subject of duoing was brought up, i do see the arguement that by giving mobs ranged attack will have some or little affect on the tank, assuming there is a tank available but that is a different thing altogether thus leading on to what many are talking about here presently on the issue of giving mobs higher resists, more hp etc etc.
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