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Please reduce mob damage by 50-80%!

arakk00arakk00 Member Posts: 166 Arc User
edited April 2015 in Player Feedback (PC)
Either take away their armorpen completely and reduce the damage of mobs by half- flat divisor on the base damages- or reduce it by 80% and keep the rest. As a Tactician Guardian Fighter, according to the wiki (the capstone text is bugged and doesn't explain), I have to take UNGUARDED damage to use my capstone. There seems to be a cap on how much that amount can be, too. Unless the mob damage goes down, ANY spec that requires taking damage to perform optimally (even the 'be below 50% ones) will be impossible to manage, because you have (at most) 3 states:

2 hits from dead, 1 hit from dead, and dead.

Giving players and mobs a slightly higher health pool was a good move. However, removing the ability to lose that entire pool to a single errant trash mob will greatly reduce the current (Tank and Healer will stay and be fine)/CW/CW/TR party bias. Which, long story short, makes players more satisfied with leveling a new character, maybe equipping them with BiS gear. That's at least a trickle of income from 'serious' players.

As another note, taking away ArPen will actually empower tanks like you've been wanting. It's not fair to the GF, who doesn't spam temporary HP. ArPen removal + 50% damage reduction keeps ranged classes squishy and tanks strong.
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Post edited by arakk00 on

Comments

  • zvieriszvieris Member Posts: 1,261 Arc User
    edited April 2015
    Devs should just drop mob level from 71-73 down to 70 and everything would be fine, imho. For example, I don't have any problems playing in Thunderhead (Spinward Rise) which is a lvl 69 area and mobs are lvl 69 too. But once I get to IWD where mobs are lvl 73... **** gets real.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    Even in mod 5 npcs were hitting harder than "80% less than currently". This request is laughable. If you want to take unguarded damage, play with a cleric.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited April 2015
    zvieris wrote: »
    Devs should just drop mob level from 71-73 down to 70 and everything would be fine, imho. For example, I don't have any problems playing in Thunderhead (Spinward Rise) which is a lvl 69 area and mobs are lvl 69 too. But once I get to IWD where mobs are lvl 73... **** gets real.

    Well the big issue comes in with them adjusting the mob level. Its all of that "re-work" they did that caused a problem.

    The leveling area mobs are a joke though, so I dont want to see it be too easy. However there are clearly much better ways to create difficult PVE dungeons without JUST increasing mob damage through the roof.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    walk2k wrote: »
    bosses that hit for 1.3 million currently -80% is still over 200,000hp, that's still plenty enough to be a challenge for anyone (max hp 110-120hp)

    I got hit for 95,000 from the 1st boss of eLoL. a ranged attack, basic non-red area hit. no visual indication, non-dodgeable. this is a new "t1" dungeon with a req. ilvl of 1600. my ilvl is over 2400 and I get 1-shot by the FIRST boss. but yeah must be l2p issue right? ridiculous.

    1,3M is when you're in a red area which means that the instant kill is well deserved.

    You may be hit for 100k raw by the first boss in epic lol. I insist on raw, but WTF was your team doing? Was the cleric busy doing chicken noises instead of building up DR or temp HPs? Was the ranger too busy to add some DR too? Too busy to use fox shift? Was the tank too bored to turn KV on? There's a list of easy/obvious things to do to make a 100k hit something completely survivable, even by a team of players in blue lvl 70 gear. The most obvious one is not standing too close to the head of the boss, because you're talking about a small aoe cone attack. That's a 100% free dodge requiring no skill at all.
  • drakcertdrakcert Member Posts: 62 Arc User
    edited April 2015
    I am Rh and I can support 2 hits XD important thing is not the damage they do, is Teamwork is practically nil, Los cw make no control, The healer does not heal and tanks do not know keep aggro and know when to use the shield. A party who knows what their role is guaranteed win, I've tried with people with objects 69 and everything was quite simple if slow, but we won without dying.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited April 2015
    arakk00 wrote: »
    Either take away their armorpen completely and reduce the damage of mobs by half- flat divisor on the base damages- or reduce it by 80% and keep the rest. As a Tactician Guardian Fighter, according to the wiki (the capstone text is bugged and doesn't explain), I have to take UNGUARDED damage to use my capstone. There seems to be a cap on how much that amount can be, too. Unless the mob damage goes down, ANY spec that requires taking damage to perform optimally (even the 'be below 50% ones) will be impossible to manage, because you have (at most) 3 states:

    2 hits from dead, 1 hit from dead, and dead.

    Giving players and mobs a slightly higher health pool was a good move. However, removing the ability to lose that entire pool to a single errant trash mob will greatly reduce the current (Tank and Healer will stay and be fine)/CW/CW/TR party bias. Which, long story short, makes players more satisfied with leveling a new character, maybe equipping them with BiS gear. That's at least a trickle of income from 'serious' players.

    As another note, taking away ArPen will actually empower tanks like you've been wanting. It's not fair to the GF, who doesn't spam temporary HP. ArPen removal + 50% damage reduction keeps ranged classes squishy and tanks strong.

    hello when you block you get the whole damage and the block acts to mitigate some of it.the capstone counts all the damage even the mitigated.if you want to recharge faster the ap for your members use knight valor.
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    edited April 2015
    hello when you block you get the whole damage and the block acts to mitigate some of it.the capstone counts all the damage even the mitigated.if you want to recharge faster the ap for your members use knight valor.

    I soloed a 10man HE in the new Spiral area, killing 4 waves of mobs 15 each wave, beating all 15 of them at once (did not have enough time to finish the last boss though)

    But I couldn't survive a regular hit from eLoL's boss... :(
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • hitmarkhitmark Member Posts: 74 Arc User
    edited April 2015
    I would not mind, if they just sorted out the spiky damage.

    Right now every **** fight is a game of russian roulette.

    There is simply no way to tell if the first hit will barely scratch you or instantly wreck you.
  • doidlokodoidloko Member Posts: 104 Arc User
    edited April 2015
    i m cw, on dungeons a normal monster make me 1hit max2 and i have 75k hp
    need fix this urgent
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