
Originally Posted by
ProfessorCat
A couple of thoughts about the unbalance regarding unexpected or "cheap" tactics the enemies use.
Chain stuns:
I love the stun mechanic, and it really is needed for most builds, and certainly any group dungeon attempt. However getting chain stunned - resulting in death - brings my joy level to zero.
Skill Lockout
A couple examples I see skill lockout as a positive are the Llamia mobs, and the Golems rage attack. These are FUN mechanics that are also expected.
An example where it makes me want to throw my monitor out the window is combat with the tacticians in GK. It's too common. As the above situation with the stuns, if you have 2 or 3 tacticians, their rage attacks are going to be around the same time if you cant kill them before they rage - which isn't probable, and also probably not intended to be able to kill gk elites before they rage.
Critical hits
Honestly, reading Citan's reply makes me think the crits are working exactly as intended. I've also never gotten as upset about crits as I have stuns/lockouts. I play defensively most times, and anticipate entering combat and plan my shields, heals and buffs guessing I'm going to be crit a couple of times. I've not noticed any more death in my solo adventures than I did before crits were released.
One hit kills - Regardless of HP/Armor
I'm not talking about crits, I'm talking about the kraken burst attack. When I had over 1k armor, and 900hp, with a 40% damage mitigation buff on, the kraken did 1700 damage to me. I understand it's an event monster, but there is virtually no way to block that attack if you're melee (you're also usually stunned before it goes off if you have agro, so you cannot run) I can't think of other mobs that this is capable of, but if there is any boss that can crit a burst rage attack for over 900 damage, it's not ever going to be perceived as fun (scale for the intended levels of course, at level 100 I hope I have more than 1k hp)
Possible Solutions
Pulling mobs without calling for help. With the GK patch, came a "correction" to hook shot(archery) and grappling web(spider). Both of these skills now make mobs call for help, where they did not int he past. This made the impossible task of pulling that beetle before Llamia locks us all out of combat actually doable. We've never had a GK experience with this option either.
I understand it was unintentional, and was corrected. I put in the suggestion a couple of times in game, but I'll beat the drum again, and suggest a rare mod to bring this back. Those two skills IMO are the best ones to use it, as they are the only two "pulls". Thematically, I really can see grappling web shot over a mobs face, keeping them from calling for help. Hook shot.... well maybe change it to Net shot, or harpoon. Even if these two skills don't get this option, I believe pulling a single mob without calling for help on a longer cooldown skill would add value to the game, without breaking it.