I am starting to loathe playing with archers in PUGs, because usually, when the rest of the group is opening the door to a treasure room, the archer spots a grrrrreat opportunity to shoot something far off, thus drawing the whole map's worth of enemies to flank the party while it is battling a spider infestation.
It's even worse with archers. They can draw all the aggro and the cloak when things get hairy, leaving the rest of the party to foot the bill.
DON'T BE THAT ARCHER, PLEASE!
Maybe we need a nice video tutorial explaining how the mechanics work.
What aggro is, how kiting works, that you are not supposed to stand close to each other when the demon commander is submerging, and in the end level that you are not supposed to all battle the commander and then get slaughtered by the mooks, but that somebody keeps the commander busy while the rest of the group clears out the foot soldiers.
THEN you combine forces against the commander.
This is especially important for the red templar commander who grows more dangerous the lower his health gets.
Any takers?
PS: I noticed a peak in PUGs selecting the Venatori as enemies so they can survive round 5.
And selecting the Tevinter ruins so there are nice stone platforms to jump on.
I'd say that was true for about 80% of the games I played today.





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