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Mob health scaling with amount of people fighting it

Dreepa
Dreepa
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So if standard mob health would scale a bit with amount of people hitting it, wouldn't that help make questing in a group more interesting?

Currently we are questing with some friends, and most fights take 2 seconds. Not joking. Sometimes even less. They just insta drop dead when 3 people burst pull.

So why not make mob health dynamic. Every new player that hits the mob makes the mob scale up. If a player leaves combat range, the enemy scales down again.

  • SteveCampsOut
    SteveCampsOut
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    The only "Quests" truly designed for groups are Dungeons and Craglorn quests and those were nerfed a while ago to be soloable.
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  • redspecter23
    redspecter23
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    An interesting idea in theory. I'm not sure how fast they can rescale and if it would be fast enough to make a difference when some mobs drop in 2 - 3 hits anyway.

    Also, an odd side effect might be that you will potentially kill things slower when more people are fighting a mob. What I mean is, one player might take 3 seconds to kill a mob. If 5 players attack it, the encounter may take 4 - 5 seconds depending on the scaling. While that might be appealing to some, to others it would just look like their character got weaker when other people joined in the fight, weaker relative to your strength with no help at all. The perception could be that you lose power in this situation, especially if your dps relative to those that are assisting is already high.
  • runagate
    runagate
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    An interesting idea in theory. I'm not sure how fast they can rescale and if it would be fast enough to make a difference when some mobs drop in 2 - 3 hits anyway.

    Also, an odd side effect might be that you will potentially kill things slower when more people are fighting a mob. What I mean is, one player might take 3 seconds to kill a mob. If 5 players attack it, the encounter may take 4 - 5 seconds depending on the scaling. While that might be appealing to some, to others it would just look like their character got weaker when other people joined in the fight, weaker relative to your strength with no help at all. The perception could be that you lose power in this situation, especially if your dps relative to those that are assisting is already high.

    For some reason I imagine the bots in the bot trains in Shadowfen getting into an argument about this.
  • Anotherone773
    Anotherone773
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    I dont really see a way to do this in which it would be practical. Its not a bad idea, i think it would be hard to implement though. Overland would be the hardest but you might be able to turn delves and public dungeons into instanced combat when grouped sort of like mini dungeons. Like if you go in solo it is like it is now. But if you and a buddy go in you get dropped into a mini instance of the delve and then mobs get buffed according to group size. The more friends you bring the better the stats for the mobs. Sort of an adjustable dungeon.

    The problem here is you need more servers to host the instances more than likely which is more costs. But it would add an interesting twist. Actually it would be great if all content just scaled to group size at least all non open world content.

    3 man trials anyone? 20 man fungal grotto normal?
  • Yinmaigao
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    I played another game that did this a while back. It was interesting at first, but led to people griefing by tagging mobs to increase the health, and watching people struggle (kind of a jerky way of "punishing" people for encroaching on your territory when grinding).

    While I am not opposed to it for certain quest NPCs/delve bosses, I know this community too well, and it won't end well....
  • Dreepa
    Dreepa
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    Yinmaigao wrote: »
    I played another game that did this a while back. It was interesting at first, but led to people griefing by tagging mobs to increase the health, and watching people struggle (kind of a jerky way of "punishing" people for encroaching on your territory when grinding).

    While I am not opposed to it for certain quest NPCs/delve bosses, I know this community too well, and it won't end well....


    mmh.. you got a point there. Though maybe the scaling could have a timeout. So if someone pings it, it scales for 10 seconds, but if that person no longer hits it, it scales back (or instead of scaling, it gets resistances buffed, the effect would be the same).
    Edited by Dreepa on May 12, 2018 4:20PM
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