calouscaine
Grouchy Vet
Typically I run things on r1 to r3 in a few months I'll be increasing it.None of what kimbere said had anything to do with groups of mobs coming from different location.
Dungeon difficulty level wasnt even mentioned in his post either but i assume you have played the game long enough to know that the new quests designs with large groups of mobs room after room only happen once you are running elite or higher with scaling.
Maybe you are just running normal which is why you are missing the point of the original post and the entire thread about the issues with quest design and large groups of hit point sacks which maybe fun for AOE casters(the meta these dungeons are designed for) and single target missile builds.
The only time I've ever seen aoe from caster wipe rooms is on normal settings for dungeons, other wise it takes several spells. I have no idea what sort of super nuker you have seen that can insta wipe everything with an aoe spell on anything but normal setting, but I am pretty sure they don't actually exist.
So far as the mobs, it depends on which dungeon. Some have minimal - usually older content - new content can have mobs scaling from 5 to 15 depending on difficulty settings, and it's usually not room after room except for some quests.
I won't disagree with you there, I concur that some of the mob scaling is a bit. . .large and overly redundant. But it's not just the numbers either. Some of them are using some pretty nasty dots in hard/elite/reaper. Perhaps there is a mentality that more is better in the design department currently, but I don't particularly like having to deal with huge mobs all the time, even as a caster.Yeah honestly that would work for me, i couldnt care less what big AOE casters are doing in their groups, but i dont want all the dungeons to be designed to pose a challenge to those metas, so now i am forced as a single target build to chip thru all these completely threatless and useless groups of mobs.
You see i am not about attacking the AOE casters, i am about attacking the existence of them creating dungeon design that is arduously tedious for single target missile builds(not melee although some melee may feel the same way), that is why as some people suggested that i flipped my concept mid thread, because yes i would be jusy as content if you give missile some form of AOE attack that could also clear these utterly useless trash mobs.
Just looking for a solution to this form of boringness and tediousness.
And it is more difficult as a fighter if you don't have some sort of self healing - which usually means specing into certain trees (exalted angel), legendary green steel gear, or taking five levels of wiz to get the death aura and undead heal self deals.
The current new design seems to be focused around huge mobs, with multiple resistances/immunities/absorptions and them having fort bypass, and what seems like dodge/concealment bypass (at least on reaper). I'm not sure I'd call it more challenging as much as I would call it 'try not to die'.
They could add something to the dark hunter bit, like an explosive arrow - mimicking rambo in this instance, which would make sense since they can deal with traps already. Scale it like fireball or something. This could also be added as a clicky for arty's, since they deal with technical things, maybe in the engineer tree?
one proposal could be a new epic tree which has that sort of thing for ranged, or a new universal tree for heroic, specifically geared towards ranged builds. The trees would specialize in dodge, explosive projectiles, smoke grenades, and maybe something else? Throw out some ideas if you like.
------------------------
On a side note, I would much prefer playing a sneaky ranged sort of build, but currently it isn't terribly viable given stealth is more or less useless if you touch something and other than arty or knife thrower the tree's aren't very helpful range wise.