Well, its less annoying in HW considering you can fly past mobs. In the old areas, mobs won't bother you unless you're still going through there at Lv 50. I'd rather they'd make the mobs actually hit hard and not hit like wet tissue paper.
Well, its less annoying in HW considering you can fly past mobs. In the old areas, mobs won't bother you unless you're still going through there at Lv 50. I'd rather they'd make the mobs actually hit hard and not hit like wet tissue paper.
Careful what you wish for. This is how we got mobs in hw that took 5x longer to kill while not being any more difficult. :P
Was hoping for mobs like the giant Marbols outside Haukke Manor, or the Giant Peistes outside of little Ala Mihgo, that if you go up to them at their lvl, they will crush you.
Miss the Epic zones of many of my previous MMO's, overworld areas that were so dangerous that only the most well geared players dared venture in solo, and even then they were extremely careful about pulling stray aggro.
Maybe I'm mistaken but if I remember correctly the reason those mobs are so hard is that they're meant for a quest and you get some sort of a potion to weaken them (that and their frontal AoEs). But maybe that could be an idea to make the alchemist more useful? We'll get these strong(er) mobs and weaking-potions as craft - if you're well prepared: Grats, this fight is cake! If not... you may wanna be more careful...
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