Please stop using an absurd number of mobs in every quest
This trend has been around a while. Each and every quest has become just a massive slaughter of mobs, every 2 steps there is an encounter with lots of mobs. At some point, killing mobs in this game has become the most boring thing to do.
I've tried the two new quests yesterday and they are no exception to this rule. The quests themselves were really nice and I liked them so props there but after killing 100 or so mobs in first few corridors, I just found myself bored to death and HAD to use invisibility because otherwise I could not have finished the quests without falling asleep. This issue is specially true at higher levels (LE and EE), where the HP of mobs is not balanced at decent levels and it takes a while to clear an encounter. Killing 300+ mobs in every quest is not fun. Killing 300+ mobs with 20k+ HP each is even less fun.
And really, kobolds again? Because you absolutely read and listened our complains about kobolds in the previous two updates. Not just that, now there are MILLIONS of kobolds that do 17k points of damage with Fire Burst.
Balance the HP mobs and rework on the number of encounters in the new quests.
More puzzles and strategy
Quote:
Originally Posted by
Enoach
When I first came to DDO what kept me was the fact that puzzles and strategy and team work mixed with combat (Notice what was first). When you through 100s of mobs at players all with Max HP and Max DPS players will retaliate by pumping their DPS to 11 and then miss out on things developers could do.
I would love to see Turbine return to the idea that all quests be balanced to 4 characters. I'm not saying make it impossible to solo, but don't be afraid of puzzles and mechanics that work best if 2 to 4 characters work together.
If you make quests where DPS doesn't matter and can be solved by simply solving puzzles I think it would be going to the other extreme. The better answer is to mix it up, some quests more DPS and some more puzzle. In all cases strategy is an option.
Game resources must be used.
- quest like rainbow in the dark with an item to illuminate a short distance.
- more quest with jumps, Swim, traps, puzzle.
Gotta fill my Musou Gauge somehow, right?
Yeah, baby! Maybe DDO could take some design tips if they want to use Dynasty Warriors style Unit Density.
Making melees use actual group fighting, which causes them to hit more than one enemy at a time (like in the real world), would vastly improve the general quality of life for every single player in DDO that's not using an AoE attack style (E.g. Warlock Aura/Cone or Sorcerer Blaster of whatever element). I really think the Devs need to do this if they are going to use huge swarms of mobs.
D&D uses single target melee attack protocols because in D&D, encounters are relatively small (e.g. 1 dragon and 2 cronies, or 4 bugbears and a goblin slave in a Hard encounter). DDO has gravitated toward Musou style clans of mobs that gather in huge bunches because that's the fastest way to challenge folks crying out for more challenge.
Most of you Lamannians are advocating hard and harder content and honestly it's tough to balance between you and the literally-brand-new-to-DDO-and-D&D players, so the Devs just offer more balanced encounters between you and entire villages that have for some reason chosen to gather in one big area and clump together. They don't fight very well because the Devs have had to cut their IQ for server load reasons.
I like puzzles. Unfortunately, DDO has implemented most of the ones that work with their engine already that aren't nightmarishly hard (like that huge electric grid that takes 10 minutes in 3 Barrel Cove). Yes, DDO needs an engine update, but DDO is designed for a certain style of play and if that has gone stale for you, then go do something else until you enjoy it again and can come back smiling. That's why I dabble in making mods for Sins of a Solar Empire, X-Rebirth, Fallout 4 and other games. DDO cannot be your go-to game for all those genres because we don't have an engine that can support underwater and aerial combat; that places us in scenarios that happen in D&D all the time where we need to use a grappling hook and rope to navigate somewhere and where we can put on featherfall then kick off a cliffside to 'fly' toward a target far away below us. Sure, it would be lovely in WB Games funded that and this D&D premise certainly allows for expansions like that but they would need to completely change the game engine and it really looks like they are struggling just to put out updates that are years overdue (e.g. Monk Enhancement tree tweaks; Crafting update).
So, since you have complained to death about "More challenge!" and they are doing their best with what they have to work with, and you folks are now complaining about "Too stale! Different kind of more challenge!" the Developers are most certainly at a loss as to how exactly meet your incessant childish demands and build their game to be better for the entire population (especially the silent majority that just play and don't live on the forums) at the same time. Why childish? Because you don't sit and think about what is best for the hundreds of thousands of people that play this, you only think about your personal perspective and what you want most. This isn't to start a flame war, this is to point something out. Being considerate, constructive and peace-loving is critically important in a community.
So yeah, let's push for minimal investment maximum impact changes for efficiency reasons because Turbine is really struggling just to keep up. Help them out.