Simply making the events harded by, for example, increasing mobs Health and resistances by x% for each player near the dolmen --
(can't post in Developer Discussion, so I'll have to post this here)
Visually it's very nice.
I like to fight wave after wave of monsters.
However:
Anchors are excessively easy, so increasing spawned monster by, for example 10% for each nearby player would make these events more than "i cast one spell and I'm done for this mob, wait for the next one"
I'm sure someone has an idea of a smart formula, here's the kind of changes i am thinking about:
If there are
k players around the anchor
- Increase spell resist and armor by k%
- increase health by 5*k%
- increase damage by 0.5*k% (up to a cap: damage is tricky, because although there are more people there is only so much healers can do if you get dealt 10 times your health in damage in one hit)
on a RP level, these anchors are supposed to be Molag Bal direct attempt to pour daedras and monsters on Tamriel, so it feels like he's doing it half-assed.
PS: Also, the worm cultists attack you if you come nearby while they bring the anchor down; if you run away, they will follow, but won't go back to it and finish the job, they'll just disappear and the anchor won't come down (will file a bug report)
PS2: to some extend it could by applied to map boss encounters, but I haven't seen many complains about them, and rarely more than 5 people try and kill those as they offer a relative good challenge for 2-3 people meeting near those great beasties or ugly hagravens. More than 3 people though becomes a routine kill
PS3: This kind of aproach could be extended to the bosses of "solo" dungeons which get frankly ridicule
Any additonal idea is welcome, this is just my personal feeling about anchors, and I know it is shared by some of the people I encountered in game.
Edited by aceofroars on April 14, 2014 12:45AM