Idk how much code would be involved or if the devs will see this post but rather than implementing reductions to ours characters would it be possible to introduce enemy clerics that would both buff and debuff, having abilities like hallowed ground and maybe a % damage taken buff to their allies, heals/temp hp and a sort of sun burst so that they can defend themselves with an aggro reset ability (not sure about this one but could give tanks an extra challenge) and also have faster animations so that theyre not burn killed too fast by speed runs grp. I also like the idea of instead of a chance for the enemies to crit, they can apply a dr or damage debuff. Sry if this is too much code or if this offends anyone.
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I also wouldn't mind an enemy "commander" to be able to mark a player (prioritizes marking: DCs first, then Templocks/Healadins, then Control Wizards, then HRs/TRs, then GWFs/GFs/Tankadins) so that enemies are more likely to attack said player (make it something like a 5x aggro multiplier on that target). This makes the enemies a bit smarter, at least to me (target the force multipliers, then reduce numbers by targeting squishier players, then target everyone else) I assume you mean that enemies' aggros are reset, but I don't think that this would be much of a challenge, since it is fairly simply to regain/force aggro on the tank classes.
If you play a Paladin, you simply press Tab once more to regain aggro. If you're a GF, you press Enforced Threat or jab the enemy with Aggravating Strike. Both are actually already in the game code.
DR shredding is present on the third boss of Tomb of the 9 Gods and the SH HE Giants Amongst the Dead.
Damage debuff is present on a few mobs in the zone. I don't remember which, but I think an example would be the Evil Eye Shamans in the SH?
Additionally some enemies can buff themselves and gain more Resistance Ignored than 15%.