
Originally Posted by
Paladinleeds
Exactly, in fact I feel that regular content does need more bite to it. Tighter ilevel sync (including at launch of the dungeon), mobs actually hitting harder. I must admit I do like Kisai's suggestions 2 and 3 in her latest post. I think, if she was more willing to try and listen to us, and understand our viewpoints, she'd find a lot of common ground between us.
If they made enmity and healing matter more, we'd be in tank stance and healing more. Right now, dungeons have so little bite, it's essentially forcing our hands to DPS just to feel like we're doing something meaningful. Tanking and healing in this game feels so meaningless.
EDIT: Had chance to re-read ideas 1, 4, and 5, so will give my thoughts on them too:
Idea 1: I like it, but maybe the numbers need tweaking so instead of a straight "no enmity" rule, it instead comes with a percentage dropped in terms of enmity (perhaps say 95% enmity dropped, and a lot less enmity generated). The idea of enmity penalties for swapping out of tank stance is a good one, though the actual numbers are up for discussion. Though in 2 tank content I could see it adjusting the way we handle tank swaps slightly, and that's not a bad thing tbh.
Idea 4: Good idea too, though I wouldn't say it's necessarily unfair to be blindsided by a spawning mob. It'll add teeth to the dungeon, an event we have to work around. It only becomes a problem if it's a scripted event, it'll lose its blindsiding effect. Make it completely random however, and then we always have to be on our guard.
Idea 5: I like the idea of how to combat bots such as RMT. I'll admit, it wasn't something I'd thought about. As for resetting aggro if they move more than 15y away, not sure this is something I can agree with. Tighter ilevel sync and giving trash mobs actual bite would mostly kill the need for this, with only the most skilled groups able to handle bigger pulls. I would therefore not add this full idea in (only the bot combat part), as content with enough bite to it will necessitate smaller pulls for most players by virtue of the difficulty.