Re: Spawn Scaling Makes Dungeon Raiding Stupid
Reply #24 –
So here are the main responses from people who support the current system:
1) People don't actually fight IN mob spawns, so it is all good!
2) Learn to speak English bro!
3) Dungeons are fun and profitable and should be left alone
As it is now dungeons are fairly profitable, because people know that if you try to raid one all the people have to do is run straight to the bottom through all the spawns. There are 2 scenarios:
1) They die and you either can't, or have to spend 15 minutes trying to loot their corpse
2) As the mobs chase then de-agro this person, they agro the raiders
The easy solution is:
1) Mobs should level up based on either receiving damage from multiple targets, or based on how fast they die.
2) Stop making the extra mobs instantly pop when the spawn levels up, they should spawn after the first guy is dead
I really can't wait for real sieges to start to see how people abuse this mechanic with their siege stones. EVERY attacker will find the nastiest nearby spawn to use and make blowing up stones nearly impossible.
It is a stupid mechanic.