BartelX wrote:
Susanoh wrote:
FilthMcNasty wrote:
Just curious, but how many people who are opposed to caps are also opposed to them moving this from open world content to instances similar to guildleves?
I'd much prefer this to what we have now. This would fix or at least has the potential to fix:
- Radar users having an advantage
- "Mob reset" removing your progress
- Disappearing mobs
- Extremely trivial 5 second fights
- Heavy focus on terrible "contribution" mechanics
I'm not opposed to caps, but I am opposed to putting hunts into guildleves. That basically turns the entire system into a solo/small group fest. I like the idea of hunts being a social thing. They already made an aspect of it solo with the dailies and weekly. The rest should stay made for large groups, they just need to change the way the system works.
For instance, what if instead of 1 version of an A/S rank mob in the zone, 2-4 popped simultaneouly in different corners of the zone. Then, you could pick and choose which one to go to, people could call out how full each one seemed to be, and help disperse the populous more. You could make it so that if you killed one in that zone, you were locked out from the rewards of killing the others for a set amount of time so that you couldn't just go around killing them all. This would certainly lighten the burden for each mob and might even convince people to stop pulling so early.
A bunch of us talked about something similar to this last night. Adding another mob call it D and having it spawn at the same time.
B mobs were pretty much useless to hunt groups anyway, they mainly gave them something to do while waiting for a A or S,,
I think it would have been easier to just remove B like they did and insert another higher level mob D that dropped more and had it spawn close to the same time somewhere completely different.
Edited, Aug 21st 2014 8:53am by Nashred