Amaimon.7823 Posted September 12, 2017 Share Posted September 12, 2017 In Living World Season 1 we saw a few enemies that had the downed state, much like we have. And personally, I loved that. It adds a whole new level to both gameplay, and immersion, knowing your enemies are as tenacious as you are. So I'm thinking that maybe the (war)forged and other important enemies should have a downed state as well. Especially concidering how weak they were in the beta (like a warm knife on butter) they could use a little more resilience like a downed state. Too bad this system has been entirely restricted to the Lord in PvP and the Toxic Court. I would really *love* to see more of this system Link to comment Share on other sites More sharing options...
Drarnor Kunoram.5180 Posted September 12, 2017 Share Posted September 12, 2017 I would love more of a chance to use my finishers in PvE as well. Link to comment Share on other sites More sharing options...
calb.3128 Posted September 12, 2017 Share Posted September 12, 2017 Agreed. I would like to see more of it in special group play, event chains etc, to allow the tactical consideration of which players are effectively out-of-play for several seconds. On the flip side, having it plague open world mobs (i.e. not event chain) would get annoying quite quickly. I think we only want it because it is used so infrequently in PvE, but it only takes a small push in the other direction before it's tiresome. Link to comment Share on other sites More sharing options...
Amaimon.7823 Posted September 12, 2017 Author Share Posted September 12, 2017 > @"Drarnor Kunoram.5180" said: > I would love more of a chance to use my finishers in PvE as well. thats another good reason. I PvP, but plenty of people don't. to them, finishers are the most useless thing in the game. Link to comment Share on other sites More sharing options...
Amaimon.7823 Posted September 12, 2017 Author Share Posted September 12, 2017 > @calb.3128 said: > Agreed. I would like to see more of it in special group play, event chains etc, to allow the tactical consideration of which players are effectively out-of-play for several seconds. On the flip side, having it plague open world mobs (i.e. not event chain) would get annoying quite quickly. > > I think we only want it because it is used so infrequently in PvE, but it only takes a small push in the other direction before it's tiresome. I can see your point, I understand. As it stands now, there's only 1 PvE mob that utilizes execution. I think we can up the number a little: not to all open world mobs but to named mobs, elites, some events, and a few specific types of enemies: the intelligent Modrdrem, Risen, and Forged (so not all, but a few uncommon types that clearly have a leader-like status) Link to comment Share on other sites More sharing options...
TheGrimm.5624 Posted September 12, 2017 Share Posted September 12, 2017 Did like this mechanic on some enemies. +1 here. This method did create additional challenges and made the player decide, cleave, spike or leave. And in some events this also gave the AI time to bring in backup and they could get back up. So agree this would be nice to see in some future AI enemies. Link to comment Share on other sites More sharing options...
Ashen.2907 Posted September 12, 2017 Share Posted September 12, 2017 I would much rather see an increase in foe power while they are up than have a down state added after we have essentially defeated them. In situations like this, where you have successfully overcome a foe, put him down, defeated him, requiring an additional box to be ticked before you can get credit is just a means of padding the encounter, drawing it out after you have won, in order to pretend that it was more of a challenge than was actually the case. Adding tedium to encounters doesnt make them better. Link to comment Share on other sites More sharing options...
calb.3128 Posted September 12, 2017 Share Posted September 12, 2017 > @Ashen.2907 said: > I would much rather see an increase in foe power while they are up than have a down state added after we have essentially defeated them. In situations like this, where you have successfully overcome a foe, put him down, defeated him, requiring an additional box to be ticked before you can get credit is just a means of padding the encounter, drawing it out after you have won, in order to pretend that it was more of a challenge than was actually the case. Adding tedium to encounters doesnt make them better. Thinking not in terms of single enemies, but in groups. If you're finishing, you're not attacking the remaining enemies - or do you down them all, then finish? Just one more thing to consider. It's not game changing, but to have a few encounters like this in event chains (like with toxic mobs) would help with variety. **Edit**: The thought of standing in AoE from HoT mobs to finish... :'( Link to comment Share on other sites More sharing options...
Drarnor Kunoram.5180 Posted September 12, 2017 Share Posted September 12, 2017 > @Amaimon.7823 said: > > @calb.3128 said: > > Agreed. I would like to see more of it in special group play, event chains etc, to allow the tactical consideration of which players are effectively out-of-play for several seconds. On the flip side, having it plague open world mobs (i.e. not event chain) would get annoying quite quickly. > > > > I think we only want it because it is used so infrequently in PvE, but it only takes a small push in the other direction before it's tiresome. > > I can see your point, I understand. > As it stands now, there's only 1 PvE mob that utilizes execution. I think we can up the number a little: > not to all open world mobs but to named mobs, elites, some events, and a few specific types of enemies: the intelligent Modrdrem, Risen, and Forged (so not all, but a few uncommon types that clearly have a leader-like status) But not ever in the case of events with one boss and no adds. For example, having this in Bounty missions (guild or PoF) is a bad idea, since that only pads out the encounter. But it would work well with large numbers of enemies in an event. Link to comment Share on other sites More sharing options...
Ashen.2907 Posted September 12, 2017 Share Posted September 12, 2017 > @calb.3128 said: > > @Ashen.2907 said: > > I would much rather see an increase in foe power while they are up than have a down state added after we have essentially defeated them. In situations like this, where you have successfully overcome a foe, put him down, defeated him, requiring an additional box to be ticked before you can get credit is just a means of padding the encounter, drawing it out after you have won, in order to pretend that it was more of a challenge than was actually the case. Adding tedium to encounters doesnt make them better. > > Thinking not in terms of single enemies, but in groups. If you're finishing, you're not attacking the remaining enemies - or do you down them all, then finish? Just one more thing to consider. It's not game changing, but to have a few encounters like this in event chains (like with toxic mobs) would help with variety. > > **Edit**: The thought of standing in AoE from HoT mobs to finish... :'( If it works like finishing in WvW then your cleave/AoE is working on finishing a downed foe even as you fight to defeat others. It really just doesnt translate over to PvE very well in my opinion. Link to comment Share on other sites More sharing options...
FairyNuff.3452 Posted September 12, 2017 Share Posted September 12, 2017 It definitely would be nice to have enemies you could use finishers on in PVE. Maybe only certain enemies like champions/elites/veterans but with the caveat that they can be very easily killed from attacks when downed so if people whoi find it tedious could just do a couple of attacks instead. Link to comment Share on other sites More sharing options...
IndigoSundown.5419 Posted September 12, 2017 Share Posted September 12, 2017 I'm not keen on adding the downed mechanic to additional PvE armies. I applaud encounter diversity and increased challenge, but downed state on PvE enemies offers neither to me. It only adds annoyance. Link to comment Share on other sites More sharing options...
Shizlam.4310 Posted September 12, 2017 Share Posted September 12, 2017 This right here. While i don't believe every mob and his cousing should have a downed state, the harder, maybe some named enemies should simply because it doesn't really make much sense to only be able to look awesome killing other people. Link to comment Share on other sites More sharing options...
DeanBB.4268 Posted September 12, 2017 Share Posted September 12, 2017 I'd be okay with it sometimes, but not too often. It'd be good to use all those finishers. Link to comment Share on other sites More sharing options...
tairneanach.8427 Posted September 13, 2017 Share Posted September 13, 2017 I'd like it too sometimes. I almost never get to see my lama finisher, and that thing's just plain hilarious. Link to comment Share on other sites More sharing options...
Razor.9872 Posted September 13, 2017 Share Posted September 13, 2017 Thinking about it, I think the function would serve best on enemy commanders (creatures such as the Kingpin in Siren's Landing). Commanders are powerful enough to warrant a downstate, and a downstate functionally serves them well considering they are likely near their buffed allied mobs who can rez. Link to comment Share on other sites More sharing options...
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