Of any MMO I’ve ever played.
Monsters in the world don’t feel threatening at all.
They mostly auto attack. They deal no damage.
This has 2 big negative consequences:
- Everyone hates leveling alts. Even dungeons are easy and boring.
- Max level chores such as daily quests & world quests aren’t fun.
Not having fun in a game is problematic.
You can take 5 monsters at once and your health bar barely moves.
During leveling, you can go to those “bosses” in Gadgetzan from the little arena quests that specify “3 players or more required” and stomp on them alone, effortlessly while watching Netflix on the side.
Can’t monsters be given proper damage & some abilities?
Here are a few random suggestions:
- Make monsters use AOE spells that we have to get out of. Staying in the fire should deal meaningful damage. Lethal damage.
- Give them interactive defensive cooldowns you have to react to: spells similar to Touch of Karma and Thorns!
- Don’t make the Medallion a PvP talent, nor a trinket effect. Just make it a baseline ability for everyone. This way, you can start incorporating crowd control abilities into your PvE combat system. It should be properly balanced though: you shouldn’t get bombarded with CCs, and most of them should be interruptible, or able to be dispelled by party members.
- During the leveling process, have players unlock their interrupt abilities sooner, and make monsters cast powerful spells.
This could range from high damage abilities like chaos bolt, to completely new way to interact with open world monsters: imagine an open world monster casting cyclone on you, and then if you fail to interrupt it, it would start healing himself for the duration of the CC.
In a similar fashion, an enemy could cast fear on you, and THEN start casting a powerful damage ability - while you can’t interrupt.
- Overall, increase their damage output so that we don’t disconnect our brain and just use our 2 AOE abilities while doing our chores. This way, we’d have an incentive to use our crowd control, utility and healing spells.
There are so many ways to make open world combat feel more interesting!
I’m sure you all have ideas of your own.
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I recall when they turned world scaling on for mobs and people lost their mind…
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Hogger was pretty scary back then, 15 years ago. I had friends back then , which helped me to play the game.
Scaling isn’t enough.
They just scaled their health, they still dealt no damage and they still were easily dealt with. It just took longer, which made it even MORE boring, which is why people complained and they were right.
Yes, a more challenging open world means you need to interact with people more. A great thing to have in an MMO.
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Pseudo rares 
I miss the MMOPRG’s where even at max level you had zones which were utterly deadly even to a group of players working together and it was genuine fun to fight mobs off while you were trying to do something in those zones 
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I also recall a lot of whining due to Mists of Pandaria rare mobs.
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Yeah
Interaction with other ppl were great back then. But not now… We need to have more solo experience.
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Ah the good old ‘‘the game feels too easy, why?’’ thread.
As longests blizz makes catch up mechanics or whatever else of facerolll easyness for the massive altaholics. They cannot make world bosses hard and be like an actual raid boss in terms of mechanics.
You want this removed, then you have to remove the things that blizz embraces in terms of easyness in the first place for the big altaholics.
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Every mob should be like the MoP rares.
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It’s not really about alts though. I’m currently leveling multiple alts (because max level BFA bores me to death) and yet here I am, making this thread.
People wouldn’t need to rush through leveling if leveling wasn’t massively boring in the first place. I rush through leveling in WoW, but I don’t in Guild Wars 2.
Besides, I also mentioned max level, open world monsters involved in world quests: those have nothing to do with alts.
It’s may fave thing to do in the game. This should make it better:
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I don’t. I spend most my time lvling alts.
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Choosing which kind of weak monsters you’ll roflstomp with 2 buttons isn’t really that exciting.
How do you manage to enjoy it?
How can you not get bored by repeating extremely unchallenging content?
I’m genuinely curious.
I don’t find it unchallenging at all since scaling came out. Before you could pull groups of 10 mobs and I can manage about 4 now. There are group quests that were easily soloable before that are quite hard now also like the Yeti quest in Hillsbrad.
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Being autistic I guess there is comfort in the repetition… if I want to take it up a notch I increase my 3 to 5 box and have fun trying out the latest dungeons… (mechanics allowing)
I love to plan out the race and transmog before I even make them. This opens up farming for tmogs and I just have a lot of fun with it.
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It’s relaxing. Like fishing(real life or ingame). Or like standing in one place and grinding mobs for hours.
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It’s also fun to try out all the different specs on all the classes. Switching between those doesn’t make it repetive either. Like atm I’m lvling a feral druid while this one is balance.
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Well, I guess we’re just fundamentally different people then. I can’t understand how you manage to like that, but I’ll accept and respect that you do.
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And now you know that you need prepare to kill him or take friends. So even if they will make him stronger you will still be prepared.
Here’s my suggestion. I’m not joking about this. Fun, to me, is when enemies die quick, but you also die quick. Take a look at Sekiro - enemies die in 2-3 hits, but you also get rekt in 2-3 hits. So I think enemies in WoW should die in 3-4 skill casts, but each of their hits should pelt you for like 20% of your health.
“But what about recovery?”
Health potions. Change food mechanics, where you eat the food for 2 seconds and then you get it for 20 seconds restoring 5-10% of your HP per second. Maybe the buff can be dropped once you hit an enemy, or enter combat, I don’t know.
If WoW is trying to be an action game, it should adopt action game mechanics.
1 Like