Dygz wrote: » Typically Goblins are not trash when you first leave the starting areas. And then once they begin to start being "trash" you've moved to a new zone. Originally, trash mobs were the ones that are around to distract you from the boss.
Vaknar wrote: » Responding directly to the OP here: Where I've seen some helpful trash mobs is leading up to some boss fights. I've always liked when these creatures replicate boss abilities or mechanics, or a simplified version of them. I've found that it helps build muscle memory for when it's time to interact with that boss. Sometimes that's the only way my guildies will bother learning the mechanics 🙃 Does anybody else see these mechanics, or find them helpful in MMOs and/or RPGs that you enjoy?
Dygz wrote: » I don’t know that I want combat to be so static and predictable that I’m relying on muscle memory - ever.
Azherae wrote: » For the sake of discussion, a 'trash mob' is anything that will usually die without posing any credible threat to a player (let's say solo or duo). If that's not clear enough, think 'anything that can be killed by a bot' (for people who think bots are simplistic, and for anyone else who knows that they aren't, I figure the first definition is enough). Why do games have these? If you prefer that a game has these, please clarify what they are adding to the game experience, for you personally. Every mob can 'become this' if you get high enough level over it, but in at least some games, you also don't get any exp for them. So assume that the game 'intends' for you to kill them. Thanks.