Before the patch enemies were not noticing you even if you were just 10 meters away, now they come at you when you are in sight. At least this is my impression. That's an additional game changer.
Are enemies way more aggressive now?
#1
Posté 24 mars 2015 - 02:27
- GreatBlueHeron et Teophne aiment ceci
#2
Posté 24 mars 2015 - 02:30
I've noticed something like this. Every time a new patch comes out I notice things that aren't there, so I chose to ignore it at first.
#3
Posté 24 mars 2015 - 03:12
good it's about time
#4
Posté 24 mars 2015 - 04:48
I've found that the closest enemies tend to run into the room you're in if you're near them, even if just around a corner and out of sight.
#6
Posté 24 mars 2015 - 05:18
Noticed something off too. Second spawn just drew the rest of enemies from whole map, they kept trickling in until we got the key and ran through the rest of empty map to door. Kept happening all the time.
- GreatBlueHeron et Nythrius aiment ceci
#7
Posté 24 mars 2015 - 06:16
#8
Posté 24 mars 2015 - 07:13
#9
Posté 24 mars 2015 - 07:20
I've noticed enemies spawning out of nowhere more, sometimes even after you already killed them. You would think somebody opened a door with all the new enemies running up behind you but thats not the case.
- GreatBlueHeron et Lil Mantis aiment ceci
#10
Posté 24 mars 2015 - 07:26
yes.
every game ive been in ends the same way. whoever is using the arcane warrior is the only one left alive at round 5
- mrs_anomaly aime ceci
#11
Posté 24 mars 2015 - 07:37
I have seen this behavior for some time now since Destruction came out. It hasn't really ever bothered me. Its kind of nice, enemies just trickle in and you can just stand still and pick them off.
I tend to notice this happen more often when there is an AW ot Templar in the party (but that might just be me reading into random occurences).
#12
Posté 24 mars 2015 - 07:40
Still the Wolves get Stuck on stupid corners.
- Robbiesan aime ceci
#13
Posté 24 mars 2015 - 07:55
I have the impression there are a few more enemies in zone 4 and the overall XP is also a tad higher. But it might be just my impression. I don't see the enemies being any more aggressive than the usual, but then I play sleep deprived/coffee zombie mode most of the time.
I think this is the case too. There's more enemies in areas that are usually quiet.
To me this is a good change. Kind of shakes us out of our complacency when we were so used to quiet areas and safe zones before.
In the Orlesian map for example, there's an quiet area before you enter a mob room where we used to be able to take a breather, smashing pots and putting up Barriers in preparation. Now, extra enemies fill this area even before we get to the mob room (the one with a Pride Demon).
- StekkendZebra aime ceci
#14
Posté 24 mars 2015 - 07:56
Yeah, they are.
#15
Posté 24 mars 2015 - 08:31
Still the Wolves get Stuck on stupid corners.
lol, yes, I sometimes find a wolf bum sticking out of a wall. couple o whacks though and they tune in.
#17
Posté 24 mars 2015 - 08:38
There's a pair of wolves in the Orlesian Chateau that I feel sure I'm interrupting . . . .
They look wacky indeed. Getting a wolf stuck in a wall is so last season. Getting a wolf stuck in another wolf though..
- mrs_anomaly aime ceci
#18
Posté 25 mars 2015 - 01:43
It's kinda fun having to change up playstyle, now that my initial surprised rage has worn off.
#19
Posté 25 mars 2015 - 04:39
Room 5 has definitely become exceptionally merciless the enemies seem to waste no time. It may just be me but the patch gave the Vinatori commander some pep, that or she was in a fighting mood today.
Seriously she was teleporting all over the place and would not let herself be combo'd, dropping AOE attacks like nobodies business, and casting barrier pretty often. It was an exciting fight for once.
#20
Posté 25 mars 2015 - 04:49
For example, was playing a PUG where one guy was afk at the beginning. A couple enemies went back there to kill him as they do, and I went back to stop them as I do.
Well, when I killed those and returned to my teammates, enemies spawned between us and the afk guy. Never seen that happen before. Wiped us on Wave 1.
- GreatBlueHeron aime ceci
#21
Posté 25 mars 2015 - 05:26
I don't believe anything was changed with regards to actual enemy aggression, but there is an overhaul to enemy spawning. Long story short... Spawn distribution is more varied and reinforcements have been increased based on the difficulty level.
Enemies will now appear in more varied distributions per encounter, so the same encounter in the same zone against the same faction won't always result in the exact same order of enemies. Previously, there was a somewhat defined order to the spawning resulting in "tougher" enemies patrolling the area and weaker enemies funneling in afterwards as reinforcements. This made it very easy for players to "alpha strike" the enemies and then quickly mop up reinforcements on the way to the next encounter. Now the order is randomly pulled from the total pool of enemies for the encounter, and the additional reinforcements (which can now contain more varied enemy types) can engage the party more effectively between each encounter.
- TormDK, Robbiesan, SofaJockey et 14 autres aiment ceci
#22
Posté 25 mars 2015 - 08:40
Spawn distribution is more varied and reinforcements have been increased based on the difficulty level.
Enemies will now appear in more varied distributions per encounter, so the same encounter in the same zone against the same faction won't always result in the exact same order of enemies. Previously, there was a somewhat defined order to the spawning resulting in "tougher" enemies patrolling the area and weaker enemies funneling in afterwards as reinforcements. This made it very easy for players to "alpha strike" the enemies and then quickly mop up reinforcements on the way to the next encounter. Now the order is randomly pulled from the total pool of enemies for the encounter, and the additional reinforcements (which can now contain more varied enemy types) can engage the party more effectively between each encounter.
Yes, I knew things had changed up...
Thanks for confirming.
Good changes.
#23
Posté 25 mars 2015 - 09:55
I don't believe anything was changed with regards to actual enemy aggression, but there is an overhaul to enemy spawning. Long story short... Spawn distribution is more varied and reinforcements have been increased based on the difficulty level.
Enemies will now appear in more varied distributions per encounter, so the same encounter in the same zone against the same faction won't always result in the exact same order of enemies. Previously, there was a somewhat defined order to the spawning resulting in "tougher" enemies patrolling the area and weaker enemies funneling in afterwards as reinforcements. This made it very easy for players to "alpha strike" the enemies and then quickly mop up reinforcements on the way to the next encounter. Now the order is randomly pulled from the total pool of enemies for the encounter, and the additional reinforcements (which can now contain more varied enemy types) can engage the party more effectively between each encounter.
Thank you for answer!
Even though something different changed, at least now we know we are not completely paranoid(well...some of us) ![]()
#24
Posté 25 mars 2015 - 10:12
Thank you for answer!
Even though something different changed, at least now we know we are not completely paranoid(well...some of us)
"Just because you're paranoid doesn't mean they aren't after you” ![]()
― Joseph Heller, Catch-22
- EVILFLUFFMONSTER, Kalas Magnus et StekkendZebra aiment ceci
#25
Posté 25 mars 2015 - 06:30
Only got to play one round last night, but it was way more exciting then usual. The change up to zone 5 and the added chaos help shake off a little of the dust for those who felt it was getting a little stale... Add some more Maps/modes and now were cooking.





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