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Thread: concern with mob dmg in groups

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    Senior Member Walkhardd's Avatar
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    Default concern with mob dmg in groups

    So I just started playing, and I'm already getting annoyed with players I'm running with. The dmg mobs ( bosses even more so) deal with a full group seems a bit high. (At least at lower levels.)

    I've had to tell at least 5 players to either help out, or leave. I think it might be better if the mobs got more HP as more players joined, but getting one shotted by a boss because 2 of the 4 players are doing nothing is pretty frustrating.
    gf.

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    Senior Member CosmoxKramer's Avatar
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    Default

    I agree. I don't see too much reason to increase damage my significant amounts per person in the party, but you could increase health by a multiple of # of people (soloing = 100% base health, 2 people = 200% base health, etc). Since healing, as i hear, has a long CD then damage should increase at huge rates, maybe 10% for each additional party (30% damage bonus for 4 people in part). seems strange to have a tank class, but the tank has to kite constantly to avoid damage.

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    Banned Elyseon's Avatar
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    Default

    Yeh unless I solo almost ever boss past second towne one hits me
    Thankfully I can get 95% dodge

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    Forum Adept xxpanzeexx's Avatar
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    Default

    Suck it up, if you get a good party its fine. if not solo
    my guess is 1970 GM of "Like Catnip To Ladies"

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    Banned Elyseon's Avatar
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    Default

    So this game is anti PUG if you a nuke sorcerer?

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    Senior Member Walkhardd's Avatar
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    Default

    Quote Originally Posted by xxpanzeexx:841657
    Suck it up, if you get a good party its fine. if not solo

    Lol. I'm not screaming for a nerf while wearing green gear. Im just concerned about punishing players for playing in groups.
    gf.

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    Banned gundamsone's Avatar
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    Default

    Game is fine as it is.
    People gotta learn how to play a real mmo

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    Senior Member CosmoxKramer's Avatar
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    Default concern with mob dmg in groups

    Real MMOs don't 1 shot people, maybe on elite mode, but not normal

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    Senior Member ninjaduck's Avatar
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    Default

    Cap. Get to elite boss. Farm pinks. Own mobs. End of story. Lok pls
    L15 Mage - Certificates. L12 Behr - Certificate. L15 Teamer Mage - Duuq

    THE DUUQS WILL RULE.

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    Senior Member Walkhardd's Avatar
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    Default

    Quote Originally Posted by ninjaduck:841781
    Cap. Get to elite boss. Farm pinks. Own mobs. End of story. Lok pls
    Why lock? Ppl can disagree..

    The only reason I brought this up is because it reminded me of Diablo 3 when it first launched. Everyone ran solo because it was much easier. They nerfed mobs dmg dealt in group play, and was fun to run with ppl.

    P.s- I solod diablo3 pre-nerf,when ppl were saying it was the hardest game ever. Blizzard nerfed it to the ground. Don't gimme newb treatment about mmos plox.
    gf.

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    Forum Adept xxpanzeexx's Avatar
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    If you think normal mode is hard.... The elite dungeon is BRUTAL! I can barely kill one guy, dont know if the mobs in elite dungeon get stronger with more ppl tho. Ill test it then report back
    my guess is 1970 GM of "Like Catnip To Ladies"

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    Luminary Poster Rare's Avatar
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    Default

    Quote Originally Posted by xxpanzeexx View Post
    if not solo
    Exactly how an mmo should be!!

    AL: Rare (Rogue)/Common (Warrior)/Mythic (Sorcerer)

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    Senior Member xcainnblecterx's Avatar
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    Default

    Yes mobs in elite increase in difficulty as players join , but for some reason it feels easier with a party
    the day the world died I didn't even say goodbye
    Ign: Pocket Legends: WickedKlownz, Cainnblecter, Corpsefarm, Arcane Legends: cainnblecter, traumatized

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    Senior Member CosmoxKramer's Avatar
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    Default concern with mob dmg in groups

    I can understand on normal mode if mobs special attack can 1 shot but when talking about auto attack damage, a 1 shot seems high

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    Default

    Be pure str sorcerer liek me
    1k hp 1k mana

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    Junior Member Noonan.'s Avatar
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    Default

    Quote Originally Posted by CosmoxKramer View Post
    I agree. I don't see too much reason to increase damage my significant amounts per person in the party, but you could increase health by a multiple of # of people (soloing = 100% base health, 2 people = 200% base health, etc). Since healing, as i hear, has a long CD then damage should increase at huge rates, maybe 10% for each additional party (30% damage bonus for 4 people in part). seems strange to have a tank class, but the tank has to kite constantly to avoid damage.
    You don't want to increase the health and damage by that much per person... Remember, you want to be benefiting from increasing party members. So more people = easier runs though levels. Not just the same difficulty as soloing.
    PL Twinker

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    Senior Member CosmoxKramer's Avatar
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    Default

    you want it to be a similar difficulty when play solo or party no? So they should increase HP/damage accordingly. so if you kill a guy within 3 seconds solo, shouldn't it be about the same in a party? so increasing health. Even 100% more health per person would still probably make the mob die quicker than 3 seconds because de-buff will effect more than 1 person doing damage to a mob, similar to weakening a mobs damage, and more chances to heal causing the need for an increase in damage. But just because you are in a group doesn't mean you should get 1 shot, when normally you could survive several hits solo. Thats where the damage increase per person may be too high. So to balance difficulty they could give a larger HP bonus to the mobs and reduce damage so it takes a little longer to kill, but they would still do pretty close to the same amount of damage. (30% more damage for 4 people may have been high, I'm just guessing since i can't play yet...just reading a lot of forums)

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