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A major BUFF to mobs is necessary.
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Post by
Dilbo
This has probably been mentioned before but I think it warrants more attention.
The MOBs in WoW are simply too weak compared to the average player, especially when leveling from 1-80. The "cata" mobs are stronger but if you are decked out in cata greens, even they go down pretty quick.
The devs seem to swing between extremes rather than finding a happy medium. In the past, mobs may have been too strong where every few battles would require the player to stop and heal/restore mana...this made leveling quite tedious.
Today, most mobs of equal level die in just 2-3 hits. If you have heirloom items, you can one-shot most of them. This really takes away from the game in the sense that it turns it into a mindless "stomp fest" where you don't even think about what you are going to do. You have no worries of actually dying because even if you stand there and let the mob attack you, the amount of damage they do is paltry.
I understand that they wanted to make the leveling process to 60 easier and quicker for new players but it's not making the game interesting. People who play WoW want to feel like they're accomplishing something and when everything you do can be plowed through like it's nothing, you are left with an immensely unrewarding experience.
I think that mobs should be a threat, but not excessively difficult for a solo player to kill. I think each battle should take longer, but each mob should yield more experience to compensate for the longer battles. I especially feel that "boss" mobs like 'king bangalash' should be elite and should require multiple players to take down or a careful strategy - like he did in the past. Naturally, the reward for beating a difficult enemy should be proportional.
Post by
Adamsm
I don't. Leave the mobs the way they are; they are still a challenge to kill at level. The rest are meant to die quickly because you are meant to get through the zones. But that being said, there are still mobs out there that can and do turn you into a pancake.
Post by
Goznaz
I do leveling with out looms (purpose designed to make leveling quick and easy) and without doing lfd's if I want a challenge. Some of the elite's in netherstorm are still bad ass like the dude who looks like morchock etc. Dung blues and looms will allways trivialise questing content.
Post by
TheReal
I like the idea of increasing mob health pools and the experience awarded for killing them, but the result would be players complaining that they outlevel a zone too quickly (when actually they'll just be doing fewer quests).
There are several bosses that I believe need a buff. Broggok in Blood Furnace is the first to come to mind. When was the last time your Broggok kill took more than 8 seconds? It's pitiful.
My vote is for mild buffs to quest mobs and a pretty thorough re-evaluation of dungeon bosses.
Post by
160546
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331902
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Post by
Eccentrica
People who play WoW want ....
That bit there is the start of a very slippery slope. You cannot possibly presume to know empirically what 9.3 million players desire.
Post by
331902
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Post by
Alkony
Let me guess, the OP plays a hunter or plate wearer?
I leveled my priest through the last part of WothLK and into Cata. Had a couple heirlooms, but not a bunch. I died SO MUCH in some areas. Especially if a mob got the drop on me rather than me being able to start hitting from a distance.
The hunter I started after Cata dropped was a breeze by comparison. If I died 33% as much as my priest I'd be surprised. And my Tauren pally died very rarely (except when stumbling into +30 level guards >.<).
If you want more of a challenge, feel free to take off some of your gear, it will surely make killing things harder. Just remember some classes are way more squishy than others.
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678294
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803789
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331902
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870607
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Post by
cloudp
I believe the real deal is on the class you're playing's kit.
My priest is AWFUL on trash mobs during dungeons. I just recently got my ONLY aoe, and Holy Nova drops me of shadowform and consumes my full mana bar; by the time I finish drinking, the tank's miles away. Soon as we get to a boss, I easilly top damage done, even without a single heirloom - not because of my prowess, mostly because people rarely learn how to push DPS to it's limit during bosses. Can I really blame them? (more on this below).
I got an interesting similar feel from my paladin. Barelly breaking the 1500DPS mark at level 71 (again, 0 heirlooms), upon levelling to 72, I broke 3600 DPS. Bosses have such pitiful HP pools that Avenging Wrath, the level 72 spell, lasts the entire fight, combined with Templar's Verdict.
What this contributes to the current conversation is, even within one class, the disparity between levels is huge. Reaching northrend, I somewhat struggled (well, obviously never even close to death, word of glory and sacred shield are pretty close to god mode), and mobs took forever. Just learning Av.Wrath, if I pop it and toss Hammer of Wrath and crit, I one-shot any given mob on my level that isn't elite.
I don't have an issue with regular mobs being just that - regular. I'm far more concerned with how pitiful dungeon bosses are, I mean, how ridiculous is it that an appropriate level group can just bruteforce any northrend boss mechanics because their healths evaporate without notice? 3600 DPS, even if highly favored (Undead mob+100% Avenging Wrath/Templar's Verdict uptime), for someone without heirlooms, doesn't justify, using Keristrasza as an example (OK, not an undead... but let's keep this), a 67000 health pool. Even with my dps alone,
that would take less than 20 seconds
. Granted I was really lucky with crits and procs to get such numbers, but I still find it really underwhelming. Even without being superlucky with crits, I'm consistently above 2500 DPS against non-undead dungeon bosses, and that would still make the fight last
a whopping 27 seconds
. Fights are so ridiculously fast that my priest, if I end up with someone geared on heirlooms and with knowledge, can't even get a full DoT rotation going.
Post by
lonewarrior
I just leveled a priest without heirlooms and only when I was actually trying to see how many mobs I could pull and hold off did I die.
For the most part it has become like using a weed whacker and mowing them down.
If Cata had introduced class questing that had specific zones dedicated to them, with perks like bonus XP and class points that would tally into additional spec bonus(additional dps/heals/armor %) then perhaps the redundancy of questing wouldn't be so boring.
Like someone else posted...there really is no thrill in having to keystroke and extra 2 times to kill a target.
I guess the reason people are in a hurry to level so they can do LFR for the umpteen time is because that is where almost everyone is. At least your not alone.
Questing when I first started was so much more server engaging. Zone chat being active and players assisting one another, but that was a much smaller world back then.
Not sure what else they can do these days.
With subs dropping and the players base being top heavy, are there really that many new players actually coming into the game anymore. Interest in old leveling zones seems to be waning.
When MoP numbers start to tally in, I would really be interested in knowing the percentage of those being totally new customers.
Post by
Azrile
The MOBs in WoW are simply too weak compared to the average player,
especially when leveling from 1-80
. Without heirlooms, the human starting zone is just HORRIBLE. Especially for the murlocs in the northeastern part of Elwynn.
Couldn't agree more they have a massive aggro range and lots of them too they just wear you down with sheer number "grurgguurugugu" <------ silly impression of a Murloc.
I recently made a destro lock (undead) and I died multiple times before level 20. This was on a new server without heirlooms or money to buy gear. I currently have 10 level 85s.
Is leveling easy and fast? Sure... for experienced players. It is absurdly easy in heirlooms. But if I am dying on a new toon, then a new player is dying frequently on that same spec. Almost all cloth wearers, all it takes is one mob extra and there is not much you can do. Any mob that runs at 25% health (murlocs for example) have to be treated with respect..
Hunter in heirlooms being played by an experienced player is far different than a new player playing a clothie.
Post by
murphmanfa
You are correct in a way, but there is a huge amount of evidence out there that shows that the present model for questing is unpopular.
The obvious one is that questing has practically died during Cata. If you start an alt, you will have company until the instances and BGs become available and then it's a lonely road to 85 if you quest.
Part of the problem with questing isn't its difficulty but how aggravatingly linear it is. I've wound up going through most of Redridge and EPL at least three times on different alts- and parts at least of the Cata zones up to five times- and having to do the exact same motions over and over again without any variety in the order you can do things in is soul-crushingly monotonous. As much as I enjoy questing, as much as I love living through the zone storylines, I simply can't do it anymore the way things are now.
So while I do think that questing needs some fixes, the issue has nothing to do with how many hits it takes to kill a mob. I'd rather they die faster than take longer, since the xp gain I'm seeing from killing things isn't all that rewarding and that'd have to be buffed as well.
I do think that some quest
bosses
need a buff- even non-elites- just for the sake of actually feeling like you're taking on an ogre who is actually stronger than the others in the den, but that's also something rather different than what's being discussed here and isn't what's making people less likely to do quests any more so than the ease of dungeon bosses would make people not want to do dungeons.
Post by
Dilbo
Firstly I think we need to clear the air with the responses that got defensive about me claiming I speak for their "wants" in a game. You're missing the point. The model of gaming that WoW follows is that of questing to level up and develop a character of a particular class. Lore is an element of this.
If you DO NOT like these elements then you SHOULD NOT be playing a game like WoW.
Making an RPG into some ADD-optimized source of instant gratification with an super-low bar for entry is in fact a viable game model - but it is not a model that WoW should be adopting even though it has drifted in that direction.
If you are decked out in green items acquired from drops and quest rewards you will have little difficulty killing MOBs of the same level. If you do, you're doing something wrong. I leveled a priest from 1-85 with only greens/blues I got from questing and I did not have any particular trouble.
If the mobs give more XP per kill, but take longer to kill and offer more of a threat, you will spend the same time to level up. It will also force players to play their class effectively, rather than to rely on one or two abilities to plow through mobs killing them in 1-2 hits. At the very least, boss mobs need to be challenging to defeat. They should always be elite with high HP pools, stronger basic and special attacks.
Post by
455621
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Post by
Eccentrica
Then the expansion passes and noone comes back to the zone, so random leveling person need to ask in guild channel if anyone can come and help with the few group quests remaining (Nagrand before nerfs).
Oh god, absolute truth. This sort of thing didn't start at Nagrand either, it started in the levelling areas. When all the mobs were hostile, if you were a lone human trying to start fresh in Elwynn, getting out of Northshire Abbey could take you a good while because the area crawled with Defias who you had to get past for 2 separate quests, so you had to clear a path through them 4 times. The last quest target had 2 guards and none of them were pushovers.
Then you faced a Elwynn Forest full of bears, wolves, kobolds, Defias and murlocs, and the cherry on the cake of pain was trying to first get to and then solo Hogger. If you were not extremely careful and prudent (and be constantly vigilant) he would surprise you from behind a tree and leave your quivering corpse on the ground in seconds. (Edit: This bit was so notoriously painful, Hogger was made a boss in the new Stockades AND if you check the Statistics page of your Achievements panel and open up 'Character', then 'Deaths', deaths to Hogger is it's own stat.)
If you could find someone to help you were ok, but Elwynn was mostly a slow and painful solo endeavour.
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