Seriously reduce the respawn time in caves

Is it really working as intended though? I understand a group maybe zerged through it and killed all mobs in under 1 minute, then lonely person goes in and has all of them respawned.

But often that is not the case. It seems mobs just respawn instantly, even though there could have been at around 30 seconds in-between their deaths.

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It varies, that cave in Loch Modan with all the Kobolds is a prime example. The average respawn timer seems to be just under 30 seconds, but on some occasions the respawn timer is literally three seconds - almost instant. I think it heavily depends on the amount of player traffic in the area and their proximity. Literally one other player just passing by, not even entering the cave, can change things to ‘instant respawns’.

I took one look, said: “no effing way” and got the hell out of there.

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Exactly, caves can’t be underestimated. I usually go to them 4-5levels above the mob level. This way I have better gear, better skills, almost never miss, and on top - mobs has much smaller agro range.

I only do green quests in general. If you dont just play braindead and plan your routes, switch areas, clear out all green quests everywhere all the time, you are always 5-6 levels above the curve.

Respawns seem too low. No hardcore feeling when I have to wait for every mob like waiting for a rollercoaster. I’m gonna wait for more layers, respawns or until players quit.

My simple motto is ‘Don’t go in caves, buildings or enclosed spaces and don’t mess with the murlocs.’

Actually, I think its too easy too. You could cut out both of your eyes, break your hands and drill into your brain, maybe that makes the game finally challenging enough for such an impressive creature like you.

Install Deathlog. Get spamed. Deactivate it. Hardcore is hard enough.

Sure, hard to make the difficulty fit everyone, since there is no way to tune it individually.

Not only caves, but out in the world too. Instant respawns is bad. a 1 min minimal respawn time on all mobs would have fixed it. Most mobs have a 5 min respawn timer, if Hyperspawn can bring it down to 1 min instead of instant it would solve the problem. People can group for quest mobs and named bosses. So now after the first week is over, that is plenty fast enough. If nothing else , 1 min will give people at least time to eat/drink/bandage and maybe kill another mob or 2 so they can move away from the spawn point.

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It is called dynamic local population respawn and it is made bc of the crowded server to guarantee a smooth grind.
It’s fate if there are a lot of players in your region and the respawn timer is reduced as a result.

I know what it is. I just stated that it’s a bad mechanic. Especially on HC servers. It gets you killed through something that is outside your control. You go in there knowing you can kill 6 mobs there if needed, but when they keep spawning on you and you can’t move away, cave or no cave you will die. On normal this is a bit annoying, but a small inkonveniens, on HC this can mean losing dozens if not hundreds of hours of playing of time, for something you can’t do anything about. I know why they implemented it, but they overdid it big time with allowing instant respawn instead of having a minimum timer of 1 minute or so.

Instant respawns is bad.

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that is a skill issue and preparation issue. i take risk’s and have died a few times but i know every fight is a risk, what that means is you have to prepare to run and ensure what you’re planning is manageable with possible factors outside your control taking part in every single fight.

Yes of course it is skill issue – but the skill jump from Era to HC server is like 1:5 meaning HC server at last need 5 times skill of Era – I think this not be nessecary. I play Hardcore Retail (until BfA) and Era (since launch) side for 11 years almost. And HC has me dying to Quests and areas I played and cleared literally 50 or more times before.

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Yes, but you go into an era, planning to kill 1-2 mobs at the time and heal/drink. You risk assess because you can probably take on 6 in quick succession, those 4 extra mobs are your risk buffer. When the instant respawn doesn’t stop, you got problems.

Basically I agree that the respawn rates in caves should be adjusted (and of course instant respawn is stupid).

But I can tell you for sure that only two players do not trigger hyperspawn. Because if that was the case no one would ever survive going into any cave at all. Imagine a group of two or three players entering a cave - there would be no way they even make it to the end.

There must have been way more players in that zone. Which means the respwawn rate should have been quite high as you entered the cave. 'Cause I doubt that zone went from regular spawn rates to hyperspawn in between “entering the cave” and “making it to the end” without you being able to notice that in between.

You are aware that this sentence can be brought up to any criticism as well? So you are basically doing the same thing that you criticise.

You said you made it to the end of the cave. So at that point in time there was no hyperspawn active that could have warned you that you are running into a death trap, right?

Otherwise it was your mistake. And yes, I died for the exact same reason. I was entering a cave and I saw the mobs respawning quite quickly but I thought I could handle it - I could not.

You said

so why didn’t you immediately hearthstone out? As a hunter you could have done that in THAT specific situation. But I’m sure you will come up with something that would have made that impossible which you didn’t tell us until now.

“A valid gameplay choice” is highly relative.

On HC, the first question everyone should ask themselve before taking ANY action is: “What can I do if something goes wrong?” and “What is the worst that can happen?” not the usual opposite “If everything goes right I can handle this easily” because the last thing is true for almost every class and every player.

I know that I can handle three mobs at once as a warlock. But as soon as a fourth mob joins the party things get spicy. So do I regulary pull three mobs 'cause “I know I can do it”? No, 'Cause that leaves no headroom for mistakes or bad luck. But isn’t it “a valid gameplay choice” 'cause it should work out fine without any problems?

People trigger hyperspawn for BEING in zone, not for killing in zone. Even a lot players takin FP OVER zone can trigger, so I sure see this happening.