They are too easy to be bothered with and makes the game tedious. Here is my proposal:
- Add more special attacks to make them unpredictable. (more aoe and control skills to be exact,)
- Make their special attacks (especially AOE ones). Hit way harder, I can just eat an red circled AOE and keep going.
- Give different monsters different types of buffs. (Assasin mobs run faster, Tank mobs walk slower.)
- Reduce the wind up duration of their special attacks by 0.5 seconds (I can see it coming miles away). Also increase the health of the Quest bosses by 15% and decrease their wind up duration upto a further 0.65 seconds. This way they will feel like a boss. (also some bosses might need speed increase, depending on their special attack. Some special attacks give you way too much opening to burn down the boss) if bosses could combine different special attacks of different monsters that would be amazing.
- In the meantime, when they miss their special attack give them a debuff (stun, damage reduction, slow.)
- Give every mob a 5% damage increase
- Add random npc ambushes/attacks to specific zones (senche attacks in forests of dominion. Bandit ambushes in Stormhaven, similar to daedra spawning out of portal.)
Quest writing is amazing, but lack of difference in Quest bosses and predictability of overland mobs makes the Questing experience a chore. What are your thoughts on this?
Edited by Ergele on July 17, 2017 12:06AM