Mobs per spot / Max aggro amount / Respawn time/ Proximity respawn range

SyblitrhSyblitrh Member
edited September 15 in General Discussion
I'd like to hear what players prefer when it comes to grinding, as i think is an important aspect of the gameplay that will impact long-term enjoyment.

• For normal mobs:
Mob Health and Combat Duration: Do you prefer mobs with high health, requiring 30 seconds to a minute per mob, or do you prefer fighting multiple mobs with lower health quickly?

• Mob Distribution: Do you prefer mobs to be scattered across the environment, or more concentrated in specific areas?

• Aggro Mechanics: Are you interested in aggroing large pools of mobs? If so, how many mobs do you think should follow you through the aggro system?

• Party Trains: What are your thoughts on party trains, where each player could aggro let's say 7 mobs, and allowing the entire party to gather a larger group e.g 35 mobs?

• Mob Respawn Rates:
How quickly should mobs respawn in their respective spots?, and from what distance from the initial respawn point the mob should lose aggro?

Maybe you have ideas for elites:
?

Of course depending on these preferences the rate of loot drop will need adjustments.

Some examples of grinding pools of mobs bellow:

https://www.youtube.com/watch?v=7RmaxcdR9rg
https://www.youtube.com/watch?v=itDnWM0yNso
https://www.youtube.com/watch?v=BzmmFe8oKJk




Comments

  • These are my preferences:
    • General mobs should be around 20-30s to kill, while they themselves can kill you faster if you mess up
    • Some locations should have weaker mobs but in groups
    • There should be patrolling mobs within each location, who'd aggro several groups (or strong solo mobs) onto you if they see you
    • Group mobs should have synrgistic abilities, just as player parties do
    • Overall aggro range should differ on both mob and location basis
    • Mob leash should be real long, but there should be a timer on how long you've been pulling one mob onto you, and the lower the timer - the more mobs will auto-aggro onto you in the direct vicinity of you and the mob you pulled
    • And when the amount of aggroed mobs goes over a certain threshold, they should start using their abilities on anyone within range, while also prioritizing CCs (especially movement-based ones)
    • *** elites should be waaay harder than what we saw in the bard and raid showcase
    • Mobs (and bosses) should have special AI interactions for when players around them start flagging purple, and ideally players should have some tools to interact with that AI mechanic
    • Red players shouldn't aggro solo mobs, but should have a wider aggro for social mobs (i.e. patroll and group mobs)
Sign In or Register to comment.