Mechanics that break the rules. — Guild Wars 2 Forums

Mechanics that break the rules.

It's mostly apparent with Veterans, though, there are basic mobs that exploit loopholes in mechanics. I'm OK with Champions and Legendary Creatures having unique mechanic breaking abilities, it's when it's so spread out that it becomes overload.

A few examples today, the Smokescale/smogscale blinding field. Not only does it affect what's in the field but it also creates an non-attackable mob, short of an AOE there's nothing that can damage it in these fields and a Veteran's blink attack is capable of downing a full health character in one go which it normally does when the field dies down or it first engages the player. Then there's the pocket raptors, I wouldn't mind with the exception of their unlimited range. I have been beyond 1200y and they are still capable of doing full damage without need to be in close combat with me. Then there's the Veteran ice troll, it packs a freeze attack with no tell and instantly freezes for a long duration with no access to stun break skills. It's capable of completely destroying close combat toons with little or no way to retaliate given it also has a knockback explosion that works once started whether it's been cc'd, knocked back, or dead. This was merely a sampling. Fanged ebola's and Jacarandas are definitely frustrating with their constant barrage high damage attacks mixed with either condition spam or constant knockdowns.

I find these mechanics frustrating and punishing to play, if you're just going to hamsting skills with most basic mobs then why have them in the first place? It makes playing a few professions far more difficult than it should be. Hopefully this link to EC video will better explain the problem.

As a proposed solution, can we get access to a single mercenary that we can use as a support for certain classes when need support. Basically a npc for a timed duration that can be rez'd and reclassified as healer, tank, or damage on the fly and used across the account for that timed duration? I would think a gold for an hour of support would be a reasonable exchange.

Comments

  • Pifil.5193Pifil.5193 Member ✭✭✭✭

    I think that it's generally a case of getting out of the circles and staying mobile.

    I had a couple of issues with the smokescales at the start of HoT but quickly learned that you just get out of the smoke and they're no different than any other mob. The vets pack a punch (or series of punches) but a dodge, even in the middle of that attack, will save you most of the time.

    Pocket raptors tend to engage in groups, they tend to all freeze for a second and then all of them leap at the same time, a well timed dodge dodges all their attacks. Even if you're downed it's normally not a problem to kill one for the rally. After some initial frustration over them I enjoyed obliterating them.

    You can interrupt the ice troll or just move away as it casts, blind also works, which is better really, as it wastes its time casting something useless.

    Interrupts do wonders on Jacaranda too, especially when they're healing. I haven't had much of an issue with the Ibogas but that may be because I try to stay mobile and either kite mobs from range or circle strafe them in melee.

    Anyway, I have no problems with the idea of bringing NPCs along but the game has to auto-hide miniatures when the player population rises so that might not be feasible.

  • Faaris.8013Faaris.8013 Member ✭✭✭✭

    Mobs like pocket raptors I treat like traps. I only kill them when there's a wood node next to them that's worth farming. Otherwise, there really is no need to engage them, they don't even drop loot. It's just a matter of awareness, like with other traps in games.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    The only one I have a little bit of an issue with are the frogs that use the belly-flop attack because it ignores evasion. It's the only attack I know of in the entire game that does this.

  • Lexi.1398Lexi.1398 Member ✭✭✭
    edited March 13, 2018

    "AliamRationem.5172" said:
    The only one I have a little bit of an issue with are the frogs that use the belly-flop attack because it ignores evasion. It's the only attack I know of in the entire game that does this.

    not the only one- pretty much all interrupts wil interrupt an evade, and i believe that's an interrupt? i could be remembering the wrong attack though.


    I don't see an issue with any of the mentioned enemies personally, i don't see where they break any rule? Unless your rule is "everything is faceroll-able" which gw2 has consistently not encouraged with all of the content that isn't core open world.
    All of the mentioned enemies are counterable and survivable if you use your dodge key and don't stand in the pretty red circles. Pocket raptors, additionally, are as flimpsy as a wet paper towel and any aoe attack (including melee centred spin attacks) will cut them down easily. Smokescales, dodge during blink attacks + run away to drag them out of smokefield (even melee doesn't have to do much to drag them far enough for them to no longer be in that field).
    Jacarandas even get "knocked around by attacks" under their name plate as a massive clue to how to deal with them, cc skills work wonders on them. Not sure what to say to ibogas, i've never had an issue with them. Condi cleanse helps but they are entirely face-rollable enemies.

  • Pifil.5193Pifil.5193 Member ✭✭✭✭

    @mtpelion.4562 said:

    @Pifil.5193 said:
    Interrupts do wonders on Jacaranda too, especially when they're healing. I haven't had much of an issue with the Ibogas but that may be because I try to stay mobile and either kite mobs from range or circle strafe them in melee.

    The big problem with the Jacarandas is that they have an aggro range that is over 9000. You engage one of them and every other one on the map starts making its way to you. Then you start getting knocked down from a mile away (well outside your ability to target/interrupt them) by each of them, one after another. By the time they finish using their knockdowns, the first ones are back off of recharge and can do it all over again.

    Oh god yeah, that kind of knockdown chain is insane!

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭
    edited March 13, 2018

    @Lexi.1398 said:

    "AliamRationem.5172" said:
    The only one I have a little bit of an issue with are the frogs that use the belly-flop attack because it ignores evasion. It's the only attack I know of in the entire game that does this.

    not the only one- pretty much all interrupts wil interrupt an evade, and i believe that's an interrupt? i could be remembering the wrong attack though.


    I don't see an issue with any of the mentioned enemies personally, i don't see where they break any rule? Unless your rule is "everything is faceroll-able" which gw2 has consistently not encouraged with all of the content that isn't core open world.
    All of the mentioned enemies are counterable and survivable if you use your dodge key and don't stand in the pretty red circles. Pocket raptors, additionally, are as flimpsy as a wet paper towel and any aoe attack (including melee centred spin attacks) will cut them down easily. Smokescales, dodge during blink attacks + run away to drag them out of smokefield (even melee doesn't have to do much to drag them far enough for them to no longer be in that field).
    Jacarandas even get "knocked around by attacks" under their name plate as a massive clue to how to deal with them, cc skills work wonders on them. Not sure what to say to ibogas, i've never had an issue with them. Condi cleanse helps but they are entirely face-rollable enemies.

    Interrupts can be evaded like any other attack. This particular attack (the frog belly flop) ignores evasion for some reason. It's a bit of an anomaly in a game where everyone has a dodge ability and is expected to use it.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    @Pifil.5193 said:

    @mtpelion.4562 said:

    @Pifil.5193 said:
    Interrupts do wonders on Jacaranda too, especially when they're healing. I haven't had much of an issue with the Ibogas but that may be because I try to stay mobile and either kite mobs from range or circle strafe them in melee.

    The big problem with the Jacarandas is that they have an aggro range that is over 9000. You engage one of them and every other one on the map starts making its way to you. Then you start getting knocked down from a mile away (well outside your ability to target/interrupt them) by each of them, one after another. By the time they finish using their knockdowns, the first ones are back off of recharge and can do it all over again.

    Oh god yeah, that kind of knockdown chain is insane!

    You guys wanna see some jacarandas? Check this out!

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @AliamRationem.5172 said:
    The only one I have a little bit of an issue with are the frogs that use the belly-flop attack because it ignores evasion. It's the only attack I know of in the entire game that does this.

    Did you mean block? The belly flop can definitely be evaded.

    As for unevadable it is definitely not the only one either. Skritt lobbers' thrown bottles are partially like that as well. You need two dodges to fully evade. After the first evade the bottle will change trejectory like it is a guided missile. There is also another mob with a projectile that is similar. I forgot which it is but I remember seeing their projectiles make hard turns mid-flight. There were right angle turns on the projectile trails.

  • Cerioth.7062Cerioth.7062 Member ✭✭✭

    To people who say punishing games don't sell.... I have only one thing to show you.

    dark_souls_you_died.jpg

  • ReaverKane.7598ReaverKane.7598 Member ✭✭✭✭

    @infrequentia.3465 said:
    this a learn to play scenario.

    those smokescales?
    you can walk you of there field and then just kill them
    the veteran does not insta kill you not even when you are full glass (its around 8k on full berserker gear sure)

    pocket raptors?
    they die when you sneeze at them.

    that ice troll?
    has a gigantic red circle and a hammer to glows when its about to do hulk smash freeze

    Actually the Smokescales will have perma evades when inside the smokefield, even if you're not inside it. Unless it was changed recently.
    Yeah pocket raptors die easily, but for some classes with less aoe output (thief and mesmer for example) they can be annoying at least.
    Ice trolls do have tells for their freeze. Idk what hammer you're talking about since trolls usually don't use weapons in GW2.

  • Purgatori.3645Purgatori.3645 Member ✭✭✭

    I obliterate pocket rsptors with "bonfire" on torch and fire trap (Ranger did HOT and all season 3) ... there's got to be equal skills in other classes.

    When life knocks you down ... Rollover and look at the Stars

  • Healix.5819Healix.5819 Member ✭✭✭✭

    Pocket raptors actually shoot invisible lasers. Leaping around is just a distraction.

    @infrequentia.3465 said:
    the veteran does not insta kill you not even when you are full glass (its around 8k on full berserker gear sure)

    It's more like 11k total on light armor. Regular smokescales hit for 7x ~1300 damage, up to ~2000 crits (sample: 9.8k to 10.5k). Veteran smokescales hit for 7x ~1450 damage, up to ~2200 crits (sample: 10.9k to 11.7k). From a quick sample of 5 assaults, at least 1 hit crit, usually 2, and that's all it really takes when you only have 11k health. That said, it immediately follows up with a 3200 damage bite, up to a 5000 crit, so if you're just going to stand there, it's guaranteed to take you down within 3 seconds.

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    You missed the worst offender ... any scaled up Rolling Devil and pretty much any other mob with some sort of attack while moving skill. If it gets stuck on any debris on the ground near you it is basically an instant down. Even worse is the fact that they use a style of attacks that the devs themselves already deemed inappropriate when they nerfed things like Fiery Greatsword. Seems a bit hypocritical to me.

    To a lesser extent there is also the mordrem cavalier's charge. It has at least 1200 range of travel. It launches. If it was only that then it would not be an issue but its CD is no more than 5 seconds. It seems to get triggered by range from its target so once it is used once it can end up chaining from itself non-stop.

    Some of these things are also fine as a base but they don't scale at all. A smokescale field and damage is balanced by its own squishiness but once scaled up it stop being squishy and any semblance of balance is thrown out the window. Add in a stupid ally that just stands in the field and it becomes more annoying.

  • mtpelion.4562mtpelion.4562 Member ✭✭✭

    My least favorite things to fight are those Mordrem Chargers. Their knockback does not knock you back, but instead knocks you in whatever direction is necessary to make you land on their "death trail" at which point you are then knocked down for more than enough time to ensure you never get up.

  • Tails.9372Tails.9372 Member ✭✭✭✭

    Veteran Awakened Abomination, like no joke this is the most cancerous enemy to fight against as P/P thief (no legendary creature comes even close to the level of BS of this abomination). It's pretty much unbeatable, Unkillable at Range + attacking it = insta downstate. Yeah, that's just some ingenious enemy design right here.

  • Airdive.2613Airdive.2613 Member ✭✭✭

    @mtpelion.4562 said:
    My least favorite things to fight are those Mordrem Chargers. Their knockback does not knock you back, but instead knocks you in whatever direction is necessary to make you land on their "death trail" at which point you are then knocked down for more than enough time to ensure you never get up.

    Actually, try and make a new character and fight some aatxe in Godslost Swamp at level 15. You might realize this is not new.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    @Tails.9372 said:
    Veteran Awakened Abomination, like no joke this is the most cancerous enemy to fight against as P/P thief (no legendary creature comes even close to the level of BS of this abomination). It's pretty much unbeatable, Unkillable at Range + attacking it = insta downstate. Yeah, that's just some ingenious enemy design right here.

    Abominations have an attack that reflects for a few seconds. Stop killing yourself.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    @Khisanth.2948 said:
    You missed the worst offender ... any scaled up Rolling Devil and pretty much any other mob with some sort of attack while moving skill. If it gets stuck on any debris on the ground near you it is basically an instant down. Even worse is the fact that they use a style of attacks that the devs themselves already deemed inappropriate when they nerfed things like Fiery Greatsword. Seems a bit hypocritical to me.

    To a lesser extent there is also the mordrem cavalier's charge. It has at least 1200 range of travel. It launches. If it was only that then it would not be an issue but its CD is no more than 5 seconds. It seems to get triggered by range from its target so once it is used once it can end up chaining from itself non-stop.

    Some of these things are also fine as a base but they don't scale at all. A smokescale field and damage is balanced by its own squishiness but once scaled up it stop being squishy and any semblance of balance is thrown out the window. Add in a stupid ally that just stands in the field and it becomes more annoying.

    There is so much available counter play there, though. Easy solutions to the mordrem rider charge? Stay at melee as much as possible and interrupt the charge as it has an obvious and lengthy tell. You only have to damage them part way before the rider dies and the raptor itself can no longer charge.

    Rolling devils. Again, use interrupts and keep your distance if you have nothing available off cooldown, dodge as needed if they get too close. Their breakbar isn't an automatic break on ANY CC the way the normal units are, but it's still quite fragile. Once they're stunned just throw everything you've got at them so they die before they can recover.

    Everything has counterplay. Pocket raptors? Area burst. They have no health. Smokescales? Stun them out of their teleport assault (or dodge through it), drag them out of red circles, and lay the burst on them. They also have no health. Bristlebacks? Use reflects when they're firing off that stream of projectiles. Use CC to break their bar and stun them and burn them down. Shadowleapers? Stay on top of them (literally, at melee range) and be sure to evade out of poison circles and when they leap backward as they will fire a volley of arrows (using reflect at this point is a good idea, too!). These also have no health.

  • Zaklex.6308Zaklex.6308 Member ✭✭✭✭

    @mtpelion.4562 said:

    @Pifil.5193 said:
    Interrupts do wonders on Jacaranda too, especially when they're healing. I haven't had much of an issue with the Ibogas but that may be because I try to stay mobile and either kite mobs from range or circle strafe them in melee.

    The big problem with the Jacarandas is that they have an aggro range that is over 9000. You engage one of them and every other one on the map starts making its way to you. Then you start getting knocked down from a mile away (well outside your ability to target/interrupt them) by each of them, one after another. By the time they finish using their knockdowns, the first ones are back off of recharge and can do it all over again.

    That's an over exaggeration, they don't have anywhere near that large of an aggro range, and I can guarantee that all other Jacaranda's in the vicinity won't join in the attack...if you want, just hop up on top of Nimbose Butte in Desert Highlands, you can easily engage those Jacaranda one at a time or two(rarely 3)...granted I play ranger and have a pet to assist, but I also haven't had that much problem on a few other characters either.

    Yes...no...maybe...what do you want, can't you see I'm busy saving the world...AGAIN!

  • Danikat.8537Danikat.8537 Member ✭✭✭✭

    @ReaverKane.7598 said:

    @infrequentia.3465 said:
    this a learn to play scenario.

    those smokescales?
    you can walk you of there field and then just kill them
    the veteran does not insta kill you not even when you are full glass (its around 8k on full berserker gear sure)

    pocket raptors?
    they die when you sneeze at them.

    that ice troll?
    has a gigantic red circle and a hammer to glows when its about to do hulk smash freeze

    Actually the Smokescales will have perma evades when inside the smokefield, even if you're not inside it. Unless it was changed recently.
    Yeah pocket raptors die easily, but for some classes with less aoe output (thief and mesmer for example) they can be annoying at least.
    Ice trolls do have tells for their freeze. Idk what hammer you're talking about since trolls usually don't use weapons in GW2.

    I think they mean walk out so you pull the smokescale out too. If you move away from their smoke field they'll follow you like most enemies will, and then they'll be vulnerable again. Another option (if you've got a suitable build) is to focus on applying damaging conditions when you can hit them and AoEs on their smoke field when you can't.

    But like other people said most difficult enemies (especially in expansion maps) come down to knowing the mechanics rather than expecting to do the same thing in all situations.

    "Hard knocks, bad luck, been knocked down,
    You got back up, rise up, shine on, keep on fighting, the war is almost done...But then I hear you're gone.
    I feel, when the lights go down, you are still here, all you hold dear remains.
    Your star never fades."

  • Malafaia.8903Malafaia.8903 Member ✭✭✭✭

    Veteran Awakened Officers.
    kitten with those dudes? They're like Scourges with Daredevil privileges.

  • IndigoSundown.5419IndigoSundown.5419 Member ✭✭✭✭

    @AliamRationem.5172 said:

    There is so much available counter play there, though. Easy solutions to the mordrem rider charge? Stay at melee as much as possible and interrupt the charge as it has an obvious and lengthy tell. You only have to damage them part way before the rider dies and the raptor itself can no longer charge.

    Rolling devils. Again, use interrupts and keep your distance if you have nothing available off cooldown, dodge as needed if they get too close. Their breakbar isn't an automatic break on ANY CC the way the normal units are, but it's still quite fragile. Once they're stunned just throw everything you've got at them so they die before they can recover.

    Everything has counterplay. Pocket raptors? Area burst. They have no health. Smokescales? Stun them out of their teleport assault (or dodge through it), drag them out of red circles, and lay the burst on them. They also have no health. Bristlebacks? Use reflects when they're firing off that stream of projectiles. Use CC to break their bar and stun them and burn them down. Shadowleapers? Stay on top of them (literally, at melee range) and be sure to evade out of poison circles and when they leap backward as they will fire a volley of arrows (using reflect at this point is a good idea, too!). These also have no health.

    As a firm believer in counter-play, I approve of this message. However, I will point out that all professions are not created equal with regard to specific counters. Reflection, for instance, is readily available to some professions, some others have to use otherwise undesirable trait lines or weapons to access it, and at least one has no access at all. While playing specific professions, players might have to get creative to find a different way to counter a mob's most damaging/annoying mechanic.

    Those who cannot remember the past are condemned to repeat it. -- Santayana

  • I do love the feedback. =)

    If I was to pick the lowest performing professions it would be engineer since almost every mob needs a different skill set and turrets which was their best defense and healing against add rush is completely rubbish now, holosmith can do damage though it's a bit too much glass cannon in sustained combat for my tastes. Second would have to be thief, though, I have gotten pretty good with duel pistol deadeye. Third is a toss up between non Weaver Ele or non Mirage Mes.

    I love the game have been playing it since I quit WOW in the Pan-daily-a days. I have at least one max level of each profession and play them all regularly. ;)

  • Hyper Cutter.9376Hyper Cutter.9376 Member ✭✭✭✭

    Pocket raptors are immensely buggy and can sometimes hit you from way beyond melee range for some reason. Including when you're in the air.

    There's also a lot of enemies that just don't make a whole lot of sense:
    Mordrem Desolators, which are an absolute mess of an enemy design. A high-damage enemy with a breakbar that takes no damage, the solution is to break the bar, right? Nope. Does literally nothing, you've got to try not to die until it decides to become vulnerable arbitrarily.

    Also enemies with hitboxes on their attacks that are just absurdly wrong: the charge attack on mordrem teragriffs is at least twice as big as the actual monster's model, the charge attack sharks use hits you a good 900 units ahead of the shark's actual model for some reason, things like that.

  • mtpelion.4562mtpelion.4562 Member ✭✭✭
    edited March 14, 2018

    @Zaklex.6308 said:

    @mtpelion.4562 said:

    @Pifil.5193 said:
    Interrupts do wonders on Jacaranda too, especially when they're healing. I haven't had much of an issue with the Ibogas but that may be because I try to stay mobile and either kite mobs from range or circle strafe them in melee.

    The big problem with the Jacarandas is that they have an aggro range that is over 9000. You engage one of them and every other one on the map starts making its way to you. Then you start getting knocked down from a mile away (well outside your ability to target/interrupt them) by each of them, one after another. By the time they finish using their knockdowns, the first ones are back off of recharge and can do it all over again.

    That's an over exaggeration, they don't have anywhere near that large of an aggro range, and I can guarantee that all other Jacaranda's in the vicinity won't join in the attack...if you want, just hop up on top of Nimbose Butte in Desert Highlands, you can easily engage those Jacaranda one at a time or two(rarely 3)...granted I play ranger and have a pet to assist, but I also haven't had that much problem on a few other characters either.

    It really isn't. There was only a slight amount of hyperbole in my original post (mostly in the form of a Dragon Ball Z reference), but the Jacarandas do have an abnormally large aggro range and they do summon nearby mobs to their aid when you engage them. Perhaps your Ranger is able to engage them from a long enough distance that this issue isn't triggered, but every class I've run through PoF so far has had to fight off waves of knockdowns from every nearby Jacaranda using orbital strikes on me from well outside my ranged weapon's maximum range.

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭

    @Hyper Cutter.9376 said:
    Pocket raptors are immensely buggy and can sometimes hit you from way beyond melee range for some reason. Including when you're in the air.

    There's also a lot of enemies that just don't make a whole lot of sense:
    Mordrem Desolators, which are an absolute mess of an enemy design. A high-damage enemy with a breakbar that takes no damage, the solution is to break the bar, right? Nope. Does literally nothing, you've got to try not to die until it decides to become vulnerable arbitrarily.

    Also enemies with hitboxes on their attacks that are just absurdly wrong: the charge attack on mordrem teragriffs is at least twice as big as the actual monster's model, the charge attack sharks use hits you a good 900 units ahead of the shark's actual model for some reason, things like that.

    Oh good, I'm not the only one to recognize how awful the Desolators are. Shame an actual developer didn't.
    And like someone pointed out earlier, scaled-up versions of enemies that do high damage balanced by low health suddenly aren't squishy as Veteran+. No bueno.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • I'm in the same boat with the pocket raptors, they're basically free bloodlust charges but it really irks that they can hit you while you're 1200 away (even through walls and while you're airborne too), I don't understand how their range issues haven't been fixed all this time. The other stuff I can't agree on, the troll does have a tell even if it's small and fast and the smokescales can do a lot of damage but a little practice with them makes them trivial to deal with.

    My gripes are with the glaring mechanical failures like newer enemies just deciding that they're invinsible and start walking away when they're right beside their starting point (they even rarely keep attacking you while they're in god mode) or how some enemies ignore being broken and continue to act (hello random rolling devils). The ember bay destroyer crabs that lob a shot a mile over and past you.... and it still hits you. When smokescales become unhittable at random after their field fades away. Shots hitting enemies in the face only to be met with 'obstructed' or sometimes just nothing at all, no damage count/invulnerable/0 damage. AoEs that are much smaller than their actual radius. All time favorites are melee attacks that will visually miss by a mile and still hit you (hello vet fire djinn and terragriff charge!).

  • Zaklex.6308Zaklex.6308 Member ✭✭✭✭

    @Sarge shot Grif.6450 said:
    I'm in the same boat with the pocket raptors, they're basically free bloodlust charges but it really irks that they can hit you while you're 1200 away (even through walls and while you're airborne too), I don't understand how their range issues haven't been fixed all this time. The other stuff I can't agree on, the troll does have a tell even if it's small and fast and the smokescales can do a lot of damage but a little practice with them makes them trivial to deal with.

    I have never, ever had Pocket Raptors hit me from anywhere other than within melee range...and I usually just run through them if I don't feel like wiping them out with a single barrage or spinning axe attack.

    Yes...no...maybe...what do you want, can't you see I'm busy saving the world...AGAIN!

  • sephiroth.4217sephiroth.4217 Member ✭✭✭✭

    You can summon support NPC's with some trinkets can't ya? Like a Sunspear or something?

    Also, if you die a lot in HoT it's probably because you haven't adjusted your build properly yet, HoT requires a stable build and not "zerker omg big numbers"

    Not to brag, but I put together a puzzle in 4 days and the box said 2-4 years.
    Please allow team queue with rewards again at our own discretion.
    Apologies if I come off as dry or blunt.

  • @Zaklex.6308 said:

    @Sarge shot Grif.6450 said:
    I'm in the same boat with the pocket raptors, they're basically free bloodlust charges but it really irks that they can hit you while you're 1200 away (even through walls and while you're airborne too), I don't understand how their range issues haven't been fixed all this time. The other stuff I can't agree on, the troll does have a tell even if it's small and fast and the smokescales can do a lot of damage but a little practice with them makes them trivial to deal with.

    I have never, ever had Pocket Raptors hit me from anywhere other than within melee range...and I usually just run through them if I don't feel like wiping them out with a single barrage or spinning axe attack.

    You're very lucky then cause I've literally been knocked off of my griffon after trying to jump/flap over them.

  • Odinens.5920Odinens.5920 Member ✭✭✭

    Game would be so much more fun if NPC mobs obeyed the same physics/mechanics that players have to.

    What do I mean, you ask? Well, I want my knockback to actually knock the mob off that cliff, or push him back over that little tiny bump in the ground that gives him an "obstructed" error just like I have to suffer through. Oh, and I'd like mobs to NOT be friggin spiderman and able to scale every little jump to get to me....something I need to be on a mount to do, which I might add requires me to be out of combat.

  • @Odinens.5920 said:
    Game would be so much more fun if NPC mobs obeyed the same physics/mechanics that players have to.

    What do I mean, you ask? Well, I want my knockback to actually knock the mob off that cliff, or push him back over that little tiny bump in the ground that gives him an "obstructed" error just like I have to suffer through. Oh, and I'd like mobs to NOT be friggin spiderman and able to scale every little jump to get to me....something I need to be on a mount to do, which I might add requires me to be out of combat.

    That would be my most-wanted feature, really. It feels like cheap difficulty when NPCs are beholden to different laws than PCs

    The only downside of knocking NPCs off ledges is sometimes you may miss out on some rare loot cos the body's gone.

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