Vaknar wrote: » How would you specifically like to see mob difficulty be in the open world? Are there mobs you'd like to group up and AoE down, or are you wanting difficulty akin to recently major title game releases?
Xenra wrote: » Seems like many will want challenging creatures to face yet there comes to a point of risk/reward if one class is vastly disadvantaged over being ambushed or juggling opportunistic/cowardly pvpers then it could de-incentivize types of gameplay pursuits. Maybe even say if like a ranger or summoner are to squishy if a rogue or warrior jumps them as they are fighting these moderately challenging outdoor mobs it could further skew class representation or demotivate players. If someone doesn't feel like their time is rewarding (getting resources taken from them/overall play to tedious to partake) then I would be worried about nodes becoming stagnant or just server numbers dwindling. Thats not to say mobs should be a push over but to an extent if everything is a threat then I can see many feeling to weak or not enjoying their experience. People like feeling strong, and I think people like to have a possible fighting chance if a pvp junky tries to ambush them in the field.
bloodprophet wrote: » I have long advocated for a random 30% of the monsters to have no leash. Make people think about what they are doing vs mindlessly running around. I don't think any elite mob should ever be soloable unless you are 10+ levels above it. This is supposed to be an MMO and group play should be the focus. Areas that are soloable should also be a thing but the main focus should be group play, even half a normal party of 8 should be encouraged vs solo. Something else older game had that has been lost to time is the zone boss roaming around that requires a full max level group to kill. Think Fel Reaver but with a larger roaming area. I heard this was a thing in EQ with a dragon. EQ also had a Ranger boss that protected the animals in a zone. If you left that animals alone she left you alone. Then there were quests to kill the animals making her mad at you and she would hunt you down. Having enemies that are smart enough to LOS the player behind a tree or wall. Having enemies that use interrupts and stuns when they see a really long cast. Maybe have them call for help. Nothing worse then killing a mob and their friend is ten feet away and watches it happen waiting their turn. Having they mobs use a little bit of tactics forcing the players to consider and be engaged in what they are doing. If I can watch a podcast/Netflix/Hulu while playing means the complete lack of engagement on my part and the game is weak. I should need to pay attention vs raiding and watching the other screen at the same time. Far to many games out in the last few years are more of an interactive movie with almost no interaction on the players part. Make this stuff a challenge like the old days. If I want to watch a movie I'll go do that instead of playing a you can almost choose your own adventure game that requires zero brain activity.