Nokowi
Active member
Just a quick reminder that DDO used to have everything it needed to control this.
1. Give players tools to control aggro
2. Let players choose how many mobs to aggro
With reaper designers came up with the idea that letting players control mob density was a problem. This never would have been an issue as we always want to take on as many mobs as we can handle. You can get rid of your angry-bees design and go back to what worked.
The trash mobs are about speedy progression at the pace we can handle and the boss fights are where you provide challenge.
No more re-designing mob locations every time the game changes. Make the penalty even stiffer for too many mobs but let us control the number of mobs at the pace we can handle.
Making mob abilities impact players will also help tone this down.
Good basic design choices solves the issue.
1. Give players tools to control aggro
2. Let players choose how many mobs to aggro
With reaper designers came up with the idea that letting players control mob density was a problem. This never would have been an issue as we always want to take on as many mobs as we can handle. You can get rid of your angry-bees design and go back to what worked.
The trash mobs are about speedy progression at the pace we can handle and the boss fights are where you provide challenge.
No more re-designing mob locations every time the game changes. Make the penalty even stiffer for too many mobs but let us control the number of mobs at the pace we can handle.
Making mob abilities impact players will also help tone this down.
Good basic design choices solves the issue.