Mob Evading in CQC Tactical Environments; Delve: Fungal Folly

A problem with Fungal Folly in my mind is that when you are expecting a character to handle multi-level terrain where a threat is at a higher or lower elevation, then the differences in elevation should provide some kind of advantage.

I simply want to show that, because of the

  • evasion of creatures
  • obtuse snapping behavior, and
  • assumed accommodation of solo play

Fungal Folly exemplifies some of the way that WoW breaks tactical gameplay. It pigeon-holes players’ tactical problem solving in terrible ways.

High-Low Elevation
Differences in elevation should be a Tactical Opportunity.

Currently, jumping one elevation to another is like entering a room.
The problem however is that the player has to enter the level to engage. This is despite being able to see the creatures in the on the different elevation.

An illustrative example of a problem: A special encounter is in the way, it is on a higher elevation as soon as the player jumps onto the fungal jump pad, they will engage the pack. Other than the cliff, there are no walls blocking line-of-sight, entry, or exit for the player.

Engaging on the cliff is death. Options to move the engagement are pointless due to Evasion mechanics. The player though can’t move down or out because the mobs can’t/won’t follow. The creatures threaten to snap to the player should they press forward engaging an unknown cliff beyond. Shooting up or down onto the mobs is pointless.

There is already an asymmetry between the player and the creatures they are fighting. This is essentially relevant at higher difficulties where mobs’ melee hit for millions of damage at a time.

Notes on Improvement
I think the mobs ability to negotiate terrain should be improved, the reasons why mobs evade should be re-examined, and that if snapping is acceptable it should be communicated.

  • Mobility - Should be self-evidentiary improvement, allowing designers to create better simulations. Slide Illustration: Goats cliff hopping on the side of a mountain could be an inspirational poster of “Possibilities”. Fungal Folly in this way is dungeon design ahead of its time.
  • Evasion - Getting away from evasion and leashing in instanced content would be welcome. If Freddy Monster is engaged at the start of a dungeon, then let Freddy Monster hunt. Slide Illustration: Hockey masked wedding ceremony, “Until death tears them apart”
  • Snapping - If mobs are going to snap, don’t let the mobs retain their Evasion immunity for however many seconds after snapping. They’re there, they’re engaging, let the player engage them. Illustration for the slide: Letting mobs snap to players, melee and get casts off is like letting your father just tell you a story of least enjoyment. Engagements should be a two-party situation. Put the mobs in time-out when they spawn, at least.