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Mob level scaling vs Mob stat variety

Vhozek
Vhozek
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Would you rather have each different enemy type have their own set level or unique stats that allow you to fight each mob type different?

Example: Frost atronarch are difficult to kill at low levels because they're higher level than you.
Or
Frost atronarch are resistant to ice and swords but very weak to fire and maces or mauls.
Edited by Vhozek on September 9, 2019 4:34AM
𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.

Mob level scaling vs Mob stat variety 23 votes

Mob level scaling
8%
Orjixbarney2525 2 votes
Mob stat varieties
21%
LuckylancerLordGavusEverstormzParallaxzRed_Feather 5 votes
Both
47%
ZardayneVhozekEldorhaansix2fallSnowZeniaCadburyRaisinEnokariel_Ahala_Nairinheruengdet2515 11 votes
Neither
17%
FischblutmikemaconjainiadralGreysson 4 votes
I don't care
4%
Tyhar 1 vote
  • Red_Feather
    Red_Feather
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    Mob stat varieties
    It is incentive to use different builds, or even characters to do different areas.

    Guild Wars did that and it was great. People made a whole website for builds specific to things like even a troll cave.

    https://gwpvx.gamepedia.com/Build:D/N_Raptor_Farmer
  • idk
    idk
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    While the scaling part is not very clear, especially since all lightning atronachs should not be the same, the game has some elemental differences already. Case in point the first atro in AA is not susceptible to the bonus effects of lightning. To a degree that means they do take less damage from lightning builds unless they compensate.
  • Cadbury
    Cadbury
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    Both
    tenor.gif?itemid=11478682
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Vhozek
    Vhozek
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    Both
    Cadbury wrote: »
    tenor.gif?itemid=11478682

    As modern devs like to say "we don't wanna punish the player for any reason"
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Cadbury
    Cadbury
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    Vhozek wrote: »
    Cadbury wrote: »
    tenor.gif?itemid=11478682

    As modern devs like to say "we don't wanna punish the player for any reason"

    But some of us like to be punished. Well...I do.
    Don't judge me.
    Edited by Cadbury on September 9, 2019 5:13AM
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Vhozek
    Vhozek
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    Both
    Cadbury wrote: »
    Vhozek wrote: »
    Cadbury wrote: »
    tenor.gif?itemid=11478682

    As modern devs like to say "we don't wanna punish the player for any reason"

    But some of us like to be punished. Well...me.

    It's not even a punishment but devs like to think "data suggests losing hurts twice as bad as winning feels good therefore you must always win"
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Vhozek
    Vhozek
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    What's the value of a diamond if everyone has one? Nothing. What's the value of winning if everybody wins? I'm not saying you have to work hard to kill anything but there's gotta be some value to killing some things.
    Edited by Vhozek on September 9, 2019 5:21AM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Cadbury
    Cadbury
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    Both
    I get what you're saying. I feel alot of modern game devs take great pains to not alienate any part of their potential audience, so we're left with a product that tries to be as neutral and inoffensive as possible. Certain games nowadays are even criticised for being too hard and that they didn't add an easy mode (coughSekirocoughCupheadcough). It is what it is, and I don't see that changing anytime soon.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • barney2525
    barney2525
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    Mob level scaling
    I like mobs at level because it always is going to have some consistent challenge and there is Always going to be consistent XP and loot. I hate games where you run into mobs that you have to waste time on and get No XP and No loot.

    IMHO


    :#
  • nafensoriel
    nafensoriel
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    We have both already?
    We have automatically scaling PC(player is scaled not monsters.. saves performance, sanity, and is far more efficient).
    We also have tiers of enemies. Chattle>Weak>Normal>Elite>Boss Elite

    The only problem right now is with a maxed out char with full CP the gap between each tier is 1 auto-attack or less.

    The systems fine it just needs to be readjusted for the new reality of CP/gear and it hasn't been since 1tam.
  • Red_Feather
    Red_Feather
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    Mob stat varieties
    I just saw a loading screen tip that talks about different monsters having different resistances. :o

    Is it true? It doesn't feel like it.
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