The trash packs between bosses are just pressing your AoE buttons, and there's no way for players to shine. If you look at older dungeons, trash packs did something beyond a short conal AoE, but even then they were too few and far inbetween, and still not particularly meaningful.
It'd be nice if each pack had 1-3 mobs that had special things they did, which the player could then shut down with the usage of stuns, interject, repose/sleep, or reduce its damage with a feint/addle. Naturally, it'd be nice if players had more tools for crowd control, or at least shorter cooldowns for crowd control, since Evercold looks to be about reducing buttons.
Some things that come to mind are:
-Cast that is a vulnerability down on the mob, making these mobs take longer to kill, rewarding you with a faster kill if you stop said cast.
-Cast that give a damage up, but an ACTUAL damage up, making the mob more dangerous and rewards usage of stuns/damage mitigation from DPS.
-Knockbacks the melee, so they have a reason to use their mobility cooldowns.
-Casts that spawn an additional enemy if not stopped.
-Esunable casts, such as dmg downs/vulnerability up, strong DoTs on the target, so healer benefits from using Esuna.
-AoEs that are MASSIVE, line large line AoEs and point blank AoEs that require more than just slightly sidestepping, and gives the player an incentive to stun those mobs to maintain uptime.
-Paralysis/sleep/slow/bind, you name it. Any kind of CC cast on the targeted player that can be stopped or esuna'd.
-Raidwide damage like the dolls just before the last boss of Strayborough Deadwalk, but slightly higher damage.
Just make the trash mobs require more than be AoE sponges, and allow players to shine by using their toolkit.
If you have any suggestions to make dungeons better, feel free to add, since APPARENTLY the community managers read these forums and relay feedback.
Continue reading...
It'd be nice if each pack had 1-3 mobs that had special things they did, which the player could then shut down with the usage of stuns, interject, repose/sleep, or reduce its damage with a feint/addle. Naturally, it'd be nice if players had more tools for crowd control, or at least shorter cooldowns for crowd control, since Evercold looks to be about reducing buttons.
Some things that come to mind are:
-Cast that is a vulnerability down on the mob, making these mobs take longer to kill, rewarding you with a faster kill if you stop said cast.
-Cast that give a damage up, but an ACTUAL damage up, making the mob more dangerous and rewards usage of stuns/damage mitigation from DPS.
-Knockbacks the melee, so they have a reason to use their mobility cooldowns.
-Casts that spawn an additional enemy if not stopped.
-Esunable casts, such as dmg downs/vulnerability up, strong DoTs on the target, so healer benefits from using Esuna.
-AoEs that are MASSIVE, line large line AoEs and point blank AoEs that require more than just slightly sidestepping, and gives the player an incentive to stun those mobs to maintain uptime.
-Paralysis/sleep/slow/bind, you name it. Any kind of CC cast on the targeted player that can be stopped or esuna'd.
-Raidwide damage like the dolls just before the last boss of Strayborough Deadwalk, but slightly higher damage.
Just make the trash mobs require more than be AoE sponges, and allow players to shine by using their toolkit.
If you have any suggestions to make dungeons better, feel free to add, since APPARENTLY the community managers read these forums and relay feedback.
Continue reading...