Is there any mechanic planned to prevent players from simply skipping mobs in dungeons or even at raids by just pulling the whole dungeon/zone "thrashmobs" and then die (or feign death) in a safe location away from your group and then kill the end boss and leave in 5 minutes?
In alot of games this tend to be standard behaviour and sort of ruins alot of the experience of dungeons and raiding alike.
Would be interesting to know if there are any actions towards preventing this or if its "working as intended".
Assuming the end boss isn't camped? I imagine you could pull this off with just having everyone invis then running to the boss room without need to pull the whole zone. From the looks of things you'd probably die long before you made it too deep just trying to run/train the zone. If they have enough caster mobs, mobs with roots, snares etc then you are toast.
Iksar said:Assuming the end boss isn't camped? I imagine you could pull this off with just having everyone invis then running to the boss room without need to pull the whole zone. From the looks of things you'd probably die long before you made it too deep just trying to run/train the zone. If they have enough caster mobs, mobs with roots, snares etc then you are toast.
Most raid zones are heavily populated with see invis mobs and even mobs that can see rogues sneak. Thankfully so. Although the old tactic of running a mage up to the boss and CoTHing the raid would still be an option I guess.
I don't agree with skipping content if it is viewed as required by the game designers but I'm sure they will come up with ways to stop skipping it and if players find a way around that they can always come back and change the raid at a later date to take into account new tactics used by players.
Some guild leader will park their alt with COH where the boss is and summon the full raid when it is time. Hopefully, the developers put in some timer so if you are not active for 2 hours, you are ported to the beginning of the zone for certain area.
you can make certain mobs faster than we can run, you can have mobs snare and root or stun like someone else said, you can make it to where you can't CoTH in zone like in PoS/GE on EQ1, there is all kinds of ways to prevent people from training into the zone and get an easy kill on a boss.
Mythikal said:Some guild leader will park their alt with COH where the boss is and summon the full raid when it is time. Hopefully, the developers put in some timer so if you are not active for 2 hours, you are ported to the beginning of the zone for certain area.
As a tester who will be in Alpha, and one who always felt the COH mechanic for moving a raid across zones with ease was an overpowered mechanic, I'll be very vocal about keeping such a mechanic very limited in application. Your guild wants that boss? Fight your way there.
If a guild wants to kill a raid mob, they should actually have to gather a raid force, and manually check whether a raid boss was up. While that guild is committed to checking one target, it would allow other guilds a chance to check others. Otherwise, you're left with guilds sitting on spawns poopsocking. At least when people have to take a raid force to clear down, it means other content is up for grabs.
No tracking most raid target, no spotting, no camping on them, no sneaking or feigning to them. They should have to commit. Otherwise, a handful of people will effectively be able to lock down all the content in the game.
https://www.pantheonmmo.com/content/forums/topic/2943/my-only-raid-concern/view/post_id/43467
Realistically, content just needs to be better designed so that it isn't necessary or desirable to do so (skip) in the first place, as Aenashi said.
Zones like Vex Thal where these tactics were desirable is just bad content design. Literally several hundred trash mobs in a labyrinth for no reason, and no incentive to kill them because there's only a .001% chance one will actually have an Akhevan bane weapon.
Give us a reason to kill trash and don't put an arbitrarily large number of trash mobs in the way to artificially lengthen the time the content takes to consume.
Wellspring said:This problem could also be solved by simply making the boss either a) unattackable or b) more powerful if his minions (trash mobs) aren't killed first.
or have all of the trash mobs join in the fight :D that would make it much harder if you dont take them out.
I rather they just make them worth something. give them a good value to kill.
Hopefully there will be invisibility spells provided to a couple classes. Was always fun and dangerous to invis up and try to get somewhere. The chance that invis could drop early or that a see invis mob would spot you, led to many corpse runs, either for yourself, or friend(s) in need of assistance. Having a couple of types of see invis mobs and invisibility spells, similar to Everquest's regular invis and invis to the undead, also adds another degree of class utility and interdependence.
Monk dragging Rez'er & COTH'er. That will be the #1 method to leapfrog content. Verrrry difficult to design away that particular loophole. Might as well remove FD, rez'ing, and COTH if you don't want that happening.
FD is going to be in the game. It's been in the videos shown thus far.Rez'ing is going to be in the game, they've specifically mentioned many classes will get it.
COTH will be in the game, it's in the FAQ and has been referred to in the videos.
Training will be in the game, been demonstrated in the videos.
With this, I'm not sure how they could restrict it without making entire Zones (or huge parts of them) No-Rez, No-COTH, No-Drag, and/or all mobs see through FD. At which point, all you've done is taken all those class defining abilities and rendered them pointless. And talk about immersion-breaking/artificial !
Hell, in Vex Thal on Phinigel, most guids just parked 5-8 mages in all the 'safe' spots and COTH'd the entire raid around all the trash. In SSRA, guilds just exploit-pull the EMP to the entrance. Every hardcore guild (top 5) does everything in their power, legal or not, to reduce the time it takes to do everything. Similar tactics used in TOV as well. If it can be done, it will be done.
Liav said:Realistically, content just needs to be better designed so that it isn't necessary or desirable to do so (skip) in the first place, as Aenashi said.
Zones like Vex Thal where these tactics were desirable is just bad content design. Literally several hundred trash mobs in a labyrinth for no reason, and no incentive to kill them because there's only a .001% chance one will actually have an Akhevan bane weapon.
Give us a reason to kill trash and don't put an arbitrarily large number of trash mobs in the way to artificially lengthen the time the content takes to consume.
Right. They can add rare spawn raid mobs within trash around the long timer mobs, just like you have rare spawns in normal group dungeons. Also shorter spawn mini-bosses giving people a reason to go down regularly and check for bigger targets. On top of that, you could also have valuable rare drop items on the "trash" itself, effectively making it less trashy. That way a guild doesn't go away empty handed from a raid. Those things will discourage trying to circumvent content and poopsocking raid mobs rather than just forming a raid and playing the game.