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HP and Difficulty

uraciouseuraciouse Member Posts: 36 Arc User
I have noticed several people wondering how increasing mob HP increases the difficulty of the game. At first I thought that the answer was simple.

The longer the fight lasts the more difficult it becomes to sustain both damage output and health regeneration. That IS how it works in most other RPG games I have played (like WoW).
Then I realized that in my experience with STO if you can survive the first 3-6 minutes you can survive indefinitely. Due to this, higher mob HP does not create a more difficult scenario, it creates a grind.

Therefore I ask, should there be a mechanic introduced in PVE which causes the difficulty of a fight to increase as time goes on? Some options might be to slowly increase the enemies damage output, resource bars, or perhaps a limited amount of times you could use each ability in a fight before incurring diminishing returns/increased cooldowns.

What do you think?

(p.s. obviously my options have several problems that would have to be ironed out)
(p.s.s. this would only apply to Elite and maybe... maybe Advanced difficulty)
Post edited by uraciouse on

Comments

  • bobtheskull99bobtheskull99 Member Posts: 706 Arc User
    edited November 2014
    i'm afraid this will still only further encourage the "moar dps" mindset as it would just encourage players to finish the fight as quickly as possible
  • uraciouseuraciouse Member Posts: 36 Arc User
    edited November 2014
    True but a properly instituted resource bar or limit on continuous ability spamming would make it impossible to rapidly dps the enemy down and force players to correctly manage the fight and their ships.
  • edited November 2014
    This content has been removed.
  • uraciouseuraciouse Member Posts: 36 Arc User
    edited November 2014
    would it really? As I mentioned earlier in my experience if you can survive the first couple minutes you can generally survive indefinitely. I am simply advocating difficulty via mechanics rather than swarming and a dps race against a timer.

    With, for example, resource bars, the dps race would be against your own ability to manage your resources rather than a timer you have no control over.

    (With that in mind scratch my idea for scaling the mobs dps up slowly)
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