[Implemented] High Level PvE Mechanic / Feather Mobs

Started 15 Jul 2018
by gruenesschaf
in Planned Changes
High level pve content, basically all named that give feathers and a few other mobs, will have huge hp pools and act as if they are level 50 for spell resists, melee misses and melee damage taken as well as spell damage taken.

The goals are:
1) Make it impossible to trivialize this content via pet spam
Good examples of what we want to avoid:
https://youtu.be/PiEETuaPvhw?t=726
https://www.youtube.com/watch?v=DDNCI_9FWRU&t=1268
https://www.youtube.com/watch?v=Jmx779wLq-c&t=2340
2) Make casters useful against these encounter
3) The group size should linearly affect the time to kill

The exact changes would be (only for the mobs where we enable this mechanic):
Attacker count mechanic no longer has any effect. Miss, spell resist, taken melee damage and taken spell damage work as if it were a level 50 mob. Mobs no longer have puny amounts of hp and take 1 - 10 damage but have huge hp pools and take normal damage.
That would mean caster deal lots of damage, melees deal lots of damage and hence the HP of the mobs will be set accordingly.
That fullfills all the mentioned goals above: no trivialization via petspam, makes caster useful and makes group size affect the time required linearly (every 200dps person you add reduce the time taken by 200dps).

This also does not negatively affect animists or theurgists more than the loss of the attacker mechanic, the pets still do the damage, they just don't "deal" the ridiculous amounts of damage as they do with the 1.65 attacker count mechanic.

For us it would also be a lot easier to scale encounter:
If we want 80 people to take 10 minutes for the dragon we just set the mob hp to the appropriate value. 160 people could then do it in about half the time and 40 people could then potentially do it in twice the time, assuming they survive the other mob mechanics.

To ensure consistency, the exact hp amount will not be manually entered by our world builders, they will only set an intended group size as well as an intended combat duration which will then be converted to the actual hp via some global adjustable values.
Sun 15 Jul 2018 5:24 PM by Fiore
Nice Changes ! Thanks
Sun 15 Jul 2018 11:42 PM by Budikah
This is something I forgot I wanted.

Endgame PvE in DAoC has been utterly borked for years IMO simply due to the need to "break the hitcode" with a bunch of pet spam classes. It was boring and a ridiculous design. Thank you for this.
Mon 16 Jul 2018 3:22 PM by Seigmoraig
Fantastic changes !
Sun 22 Jul 2018 9:00 PM by Ashman
i wonder how this will turn out once people have their encounters for feathers and nobody will zerg pve encounters anymore.

when you switch realms after a good while and the initial run for encounters is over, how will you get them when you cant smallman epic encounters (or even trash mobs around /on the way)?
Sun 22 Jul 2018 11:14 PM by gruenesschaf
Feathers are supposed to be used in consumable and hence we hope that there is a rather high demand for them (obviously not as much as for the initial equip phase). Non-raid content should only provide a rather low amount of feathers to generally have more raids happen and then there is some kind of "camp bonus" planned: the longer a specific boss has not been killed the more feathers he'll be worth which should hopefully make it so that all bosses are somewhat regularly farmed.

If despite all that it actually becomes a problem we'll look into it some more.
Fri 27 Jul 2018 1:40 PM by Ceen
Vox wrote:
Fri 27 Jul 2018 1:31 PM
Kam123 wrote:
Wed 25 Jul 2018 12:26 PM
Please also review the necromancers resist rates against high level encounters. I remember in uthgard and old school live that it was dang near impossible for the necro pet to land a spell against these high level encounters

This

I remember quite well resists rate vs lvl 50 mobs are quite low
The whole player vs npc is calculated vs lvl 50 mobs.
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