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Thread: Hardcore World

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  1. #1
    Player
    StrejdaTom's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,678
    Character
    T'aretha Tyaka
    World
    Ragnarok
    Main Class
    Bard Lv 70
    Quote Originally Posted by PArcher View Post
    The op basically wants A3S abd A4S difficulty in the open world. Tons of people quit because that is too hard for them.

    Why would this be a good idea to implement again?
    How can any open world mob have savage difficulty? Most of the mechanics are built on team coordination and being positioned in small arena.
    Harder difficulty on mobs that are positioned in open world could mean that they would have more HP, do more DPS, do high amount of AoEs that would give you only a second to dodge and would require you to save cooldowns to kill them alone and maybe have skills without castbars so you would actually have to watch the mob. But saying they would have savage difficulty is nonsense. They wouldn't implement a normal mob that would take you weeks of training to kill, we are still talking about open world mob.
    Even mobs in Diadem that were supposed to be hard are just huge HP bags which posses absolutely no threat to anyone.

    EDIT:
    Plus I am pretty sure it isn't even possible at this moment to have open world encounter that would use mechanics aimed on different people who wouldn't even be party members. Stuff like Carnage in A4S or tethers in A3S. I believe you have to be in a party and a separated instance which registers you as a single party to be able to be influenced by such "savage" skills.
    (1)
    Last edited by StrejdaTom; 01-26-2016 at 04:55 AM.

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by StrejdaTom View Post
    Harder difficulty on mobs that are positioned in open world could mean that they would have more HP, do more DPS, do high amount of AoEs that would give you only a second to dodge and would require you to save cooldowns to kill them alone and maybe have skills without castbars so you would actually have to watch the mob. But saying they would have savage difficulty is nonsense..
    That is the issue with it. Open World bosses that are huge HP soaks, would just be stupid.

    EVERYTHING, including the non-named monsters have to be hard. The "nameds" being a bit harder. However, the monsters you fight by the name also need to have something you want. As in - Nothing is worthless to kill.

    However, if you don't kill the boss fast enough, the npcs around the boss swarm you and respawn. (Respawn timer is 5-10 minutes.)

    Normal Monster:
    Hard, challenging, has a chance to drop good loot.

    Boss Monster:
    1.5x more health, damage, a special ability, 100% chance to drop that same loot piece.

    Placeholder Monster:
    1.25x more health, damage, a different special ability. Must be killed to spawn the boss.

    Now, there won't just be one boss per zone. There is like 30, including one that wanders around and needs a raid to kill (24 people) (SUPER HARD, JUST DESTROYS normal groups, avoid at all costs.)
    (2)
    Last edited by Nektulos-Tuor; 01-26-2016 at 04:56 AM.

  3. #3
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by StrejdaTom View Post
    Plus I am pretty sure it isn't even possible at this moment to have open world encounter that would use mechanics aimed on different people who wouldn't even be party members. Stuff like Carnage in A4S or tethers in A3S. I believe you have to be in a party and a separated instance which registers you as a single party to be able to be influenced by such "savage" skills.
    Alternately add mechanic rich Bosses to the hunts, and give extra drops if the kill is achieved by playing the mechanics, rather than simply burning the boss.

    Similar things that been suggested before such as breaks and staggers as a mechanic offer a glimpse of this type of play. It'd take some work of course, but it would give a legitimate reason for people to care about the mechanics - and learn them.
    (0)