Make Mobs Weaken as health goes Down!

Blizzard: It is time to make a major change in game mechanics.

Why is it that a monster at 1% health can hit me just as hard and fast as it does at 100% health.

This is wrong and indeed a slap in the face. They should weaken as their health goes down.

Rastlin Proposal: A logarithmic decrease in monster strength as the health goes down. So, for example, at 80% health it would just hit a little weaker but as it got closer to zero it would become much more weak.

This new mechanic will make the game more interesting and allow for better tuning especially of (currently) horribly overtuned trash mobs in dungeons.

But the new mechanic should be across all mobs in game.

Thank you and I hope you institute my proposal next expansion.

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Well, it’s Sunday. This thread was inevitable.

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The fact that a enemy at 1% is as strong as an enemy at 100% has been a part of the wow strategy since Warcraft: Orcs vs Humans, I don’t think thats ever going to change. Learn to target smaller health bars, becomes the master strategist that lays dormant deep within you.

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Mobs should get stronger IMO. Fighting for their lives and such.

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If it happens to them it would happen to us. While it sounds all well and good on paper, it would probably not be fun in practice. But maybe a chance for certain humanoid or smart mobs to surrender. Self preservation and all that. You still get the experience/credit for the quest depending and you can still kill them if you want(not for double exp though). Nothing that would be a nuisance or happen all the time but kinda more than just running for their lives. Weakening? Nah.

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Its bad when the last week or so has been so bad you’re happy to see a Rastlin troll thread

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Enrage mechanics and phases are examples of that ideal.

Not that I am a huge fan of enrage mechanics that force wipe a group for taking too long but ehhhh.

I’d rather Mana be the “time’s up” mechanic, where running out of mana to heal people is what caused you to wipe rather than just giving the boss a static “kill everyone” buff.

It would make soloing bosses more reasonable and add more dynamics to a fight. Of course the balance would be difficult to figure out once people start having 17 healers and 3 tanks…

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Screw that lets go for the Gold I just want the Mob to see us and die of a heart attacks, we get loot, we get exp everyone wins.

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“Oh no, it’s the great champion!” Dies

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This is honestly the first time in years i’ve read someone on the forums actually ask for mobs to be WEAKER…

I am pretty sure I pull 5-6 elites at a time in the new zones, and have no issues dealing with them…in any spec. The game is just too easy and nothing is threatening anymore lol.

Elites used to be scary! That golden dragon doesn’t mean anything anymore…cept that the mob has a little more health than a non-elite :slight_smile:

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This new mechanic is not asking for mobs to be weaker. It is simply making it more logical and appropriate.

How can a mob at death’s door hit just as hard as it did when at full health???

so what your saying is every class without a self heal is now unusable?

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Posting in a Rastlin Sunday thread. :trolleybus:

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I say it should be done to player characters before mobs.

Sometimes for games you need to trade in the logical and appropriate for gameplay mechanics. This means simplifying certain things generally speaking. Sometimes this means sacrificing realism. Which in a game like this? Who cares?

We aren’t weakening them; we are missing/blocking until one of us stabs the other in the chest/head.

Are you going to give up just because you’ve been beaten down? No. You’re going to fight to the very last. You’re going to stare into your foe and spit in his face. Die on your feet, not on your knees. That’s how our enemies think.

And if you’re really going to argue for this, then it should apply to players as well.

Adrenalin is a thing.

Then the same should apply to us?

Make us weaker as we lose HP?

You can’t have Flastaff, and have him thin.

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For the same reason players do?

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