Scenario 1
I get to the end of Point of Contention where there are 5 Oni. I attack one, because none of them will attack unless I attack first.
Unfortunately, I have a lightning enchant, so now all five are after me. Three of them are keeping me perma-frozen with Ray of Frost and the other two are knocking me around like a rag doll. The only reason I can stay alive at all is because I'm a healer-build cleric and here and there I can get half a second to fire off a heal before I'm frozen again. Any ability to actually attack them is a sad joke and that one single fight takes between five and ten minutes.
Scenario 2
Cyclops decides to jump on top of me. Gotta dodge.
Troll #1 rears back to knock me flying. Gotta dodge.
Troll #2 rears up to punch the ground. Gotta dodge.
Troll #3 rears back to knock me flying. Gotta dodge.
Cyclops swings, knocking me to the ground.
Cyclops punches the ground before I can get back up. Now I'm stunned.
Troll #2 rears back to knock me flying. Gotta dodge.
I finally get my first attack in on something. Yay!
The entire fight goes like this where I have to dodge three or more attacks before I can attack.
Scenario 3
Troll Shaman tries to knock me down with a spell. Gotta dodge.
Three giantsouls and a Thorn use AoE attacks. Lots of dodging.
I get an attack in. Yay!
Giantsoul #1 knocks me down by slamming the ground. The red area wasn't visible so I didn't dodge it.
Giantsoul #2 does the same attack before I can get back up so I'm stunned again.
Giantsoul #3 does the *same* attack before I can get back up so I'm stunned *again*.
Thorn uses a wide AoE attack. Gotta dodge.
Rinse and repeat.
Admit it, devs, you're just trolling us at this point.
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Comments
The amount of CC is certainly annoying though. It really does feel like the devs just gave up on trying to design mobs decently. Overlapping red zones, constant knocks and prones. The charging trolls that add their knockback together to send you back 20 feet or more. I've started slotting anything I can to fight fire with fire, mount powers that stun, Vicious Dire Wolf ACB, of course class based stuff like Crushing Roots, Smoke Bomb... CW definitely shines now with the massive Control Bonus and the new Arcane Tempest spell. Cleric sadly has no useful stuns or dazes but I do have the Emperor Beetle power which stuns. With that class it ends being a lot of 'keep away' and chip damage on the mobs.
Not a good comparison, because all my chars are about 21K, but when I did the Sharandar intro quest where the third Uni dome was the toughest ... my Wererat Companion did most of the damage while I just focused on not getting killed or totally stunned. It was a pain, but killing the mobs was not *just* me but a combo of myself and my companion.
Are you doing these with only Augment Companions instead of Fighters?
Just curious.
Imo they should do the same in pve if they are going to give all enemies control effects.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
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The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Every class have the tools to damage/pull mobs from a distance..
1. Pull mob and back off, let it come to you (not too far, otherwise mob will return to his former spot).
2. Pull 2 or 3 mobs if you're a big guy, is more fun imho.
3. Rinse and retreat.
Then you have those lunatics like me (I'm looking in the mirror), who love a challenge and pull all, requires a lot of avoiding but its fun
Since I'am a just a puny tank who loves big pulls I cannot hold myself (people I know can vouch for that when I run TiC with them) , but I can understand that DPS classes have a difficulty with it... Little hint, knowing your limits is key here..
It seems to me that a lot of players are getting paid per minute, they playing this game and seeking ways to complete things within a short possible period (preferably by trying to persuede dev's to lowering difficulty, so a level 10 can fight these mobs).
I see it happen quite some times in dungeons by rushing ahead and start whacking mobs but there might be a problem with that when I forget to gain aggro and let them fight the fight they engaged and simply pass by with rest of group... Quite some healers have same problem and forget to heal those heroes to preserve their divinity for group.