Hello,
This suggestion focuses on the principles for designing dungeon mobs and their mechanics.
General Combat Principles
In a normal pack fight, the tank should be able to survive for 20 seconds (not infinite) when using standard defensive abilities.
The healer should be able to sustain the group with cheap heals under normal conditions. However, healers have both low-cost and high-cost healing spells. If the situation escalates and they frequently rely on expensive heals, they will run out of mana (OOM) quickly, leading to a group wipe.
Universal Mechanics
Environmental hazards: Standing in fire reduces primary stats by 10% for 15 seconds, stacking with repeated exposure. And taking small amount of damage.
DPS:
Failed interrupts should penalize DPS players (Not healer) with significant consequences, examples:
5+ second stun for targeted dps player (cannot be dispelled)
The enemy mob heals to full health if an interrupt is missed.
50% damage reduction for 10+ seconds on targeted dps player (cannot be dispelled)
Successful interrupts grant 12 seconds immunity from being targeted for stuns or debuffs (20 seconds for caster, due to their longer CD).
Healer:
Failed dispels inflict heavy damage on the party, forcing the healer to use costly spells, accelerating mana depletion (OOM).
Efficient dispels allow the healer to maintain cheap healing spells, ensuring sustained mana usage.
Tank:
Some mobs should have Brutal Hit or Mega Fire Ball (MFB), a cast-time ability requiring active mitigation (e.g., Warrior’s Shield Block).
If the tank fails to mitigate: Brutal Hit/MFB inflicts ~75% of the tank’s total HP.
If the tank properly mitigates: Brutal Hit/MFB deals ~5% of total HP instead.
Ofc. Boss fights will have their own “dance”.
Dungeons should be a mix of fights, like. (Relative to time used)
15-35% one pack pulls. (Brutal Hit happen and interrupts needed)
15-35% big aoe pulls.
15-35% strategic CC pulls. (Sheep. sap, trap etc, due to too many Brutal Hits and interrupts needed for group to survive).
30% boss fights.
The idea is basically that each roll/player gets the consequences for their own failures. And have more variety in fights.
I know healers suffer for bad tank. Not sure how to punish tanks for not using mitigation.