Gimlog wrote: » But it won't prevent high lvl players to wipe a low mob area. And take of the fun if grouping with high lvl...
I got a idea that I'd like to discuss. What if there was a death cry that agro the same kind of mob within a area base on how fast it as been killed , faster you kill it wider the cry go. And those mobs that have been agro are grouped and got a buff base on there numbers. More they are better the buff is .
Gimlog wrote: » I got a idea that I'd like to discuss. What if there was a death cry that agro the same kind of mob within a area base on how fast it as been killed , faster you kill it wider the cry go. And those mobs that have been agro are grouped and got a buff base on there numbers. More they are better the buff is .
Gimlog wrote: » Yeah i do understand, but adjustments could be done to prevent those kind of unwilling consequences. Like bind the loot table and the xp on the whole group of mob , it could decreases the % of drop and rising the rarity of it or event open a new loot table related at a group of mod. Xp could be decreasing the more mob there are . The purpose of the mechanic could be only a access to the new loot table and a challenge/a threat. Killing low lvl mobs wouldn't be about pressing 1 ability but thinking of a wait to kill it in the good timing to not aggro other mobs. I think could be interesting. I'm all ears if there other problems i didn't thought.