


"You're fighting dragons" is basically going to be the basis for the entire Heavensward story arc.
That may change drastically within Alexander, but be ready for a sickening amount of dragons in the main story events.

What I would love to see is old school Everquest style raiding. You progress through a dungeon, filled with high level mobs, higher level and much harder hitting than your normal dungeon mobs, or even current coil trash, like, almost mini bosses by their own right, but with respawn times, so that you have to progress swiftly through the dungeon, or the respawns will catch up with you, and overwhelm you, and then at the end, a difficult boss battle. Maybe even a degree of randomness as to where/what mobs will spawn. Haven't seen anything like it since EQ. In XI you could just invis/sleep your way past everything, and in this game, just.... lol.
Content too hard? Too much rng? Too much effort for the item you want?
Exactly, but one better way of respawning mobs would be if you proceed to a later area and double back, then respawn of only 50% of amount of mobs. Instead of a 1 track layout, there should be a purpose to double back. Example would be a key to open a earlier found door, but not necessary.What I would love to see is old school Everquest style raiding. You progress through a dungeon, filled with high level mobs, higher level and much harder hitting than your normal dungeon mobs, or even current coil trash, like, almost mini bosses by their own right, but with respawn times, so that you have to progress swiftly through the dungeon, or the respawns will catch up with you, and overwhelm you, and then at the end, a difficult boss battle. Maybe even a degree of randomness as to where/what mobs will spawn. Haven't seen anything like it since EQ. In XI you could just invis/sleep your way past everything, and in this game, just.... lol.
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