Feedback:User/Overmind/Invulnerability

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Suggestion[edit]

Triggers for Invulnerability on monsters should be removed or reduced dramatically. I'm not referring to special abilities, scripted events, nor anything that gets the Determined boon. I'm referring to regular monsters designed to be killed.


Currently a monster becomes immune to damage if that monster is unable to damage the player attacking it. The typical trigger is due to the monster being unable to path to the player. I believe the intent is prevent player exploits. However it happens frequently to players that are not attempting to exploit. The mechanic should be removed.

Reasoning[edit]

Consider why exploits are so bad... Exploiting players potentially damage the enjoyment of the players who are not exploiting. However there is a cost / benefit effect. The cost of a false positive is that a player who is not exploiting has their enjoyment damaged by the game itself. I believe (strongly) that the Invulnerable mechanic has a net detrimental effect. Normal players are harmed far more by this mechanic than any harm it is designed to prevent.


Monsters can still attack when Invulnerable, they just can't path. Monsters can still hit npcs, player pets, and other players and those attacks can be an AoE. So you have a case where the player is unable to attack the monster but the monster free to attack the player. This is very common. The player often cannot reset the encounter as the monster remains in combat while this occurs, but the monster does reset and heal to full. The player remains damaged, is taking additional conditional damage and is unable to heal. And to break out of this, the player has to purposefully position themselves to take more damage. Nothing is as frustrating as when a player is doing everything properly, but the game cheats to kill them.

Examples[edit]

At the end of the Only Zuhl jumping puzzle is a Giant Destroyer Troll designed to be kited around the room while the player avoids lava jets. After 10mins of fighting it, it reset, and I died trying to get it to continue attacking. It would take 10mins to get back to that room, many more to kill it, and the monster could easily reset again. That soured the entire achievement.

In the Windy Cave are flying monsters on small platforms. These monsters have an ability that creates a destructible totem that provides (fair) damage immunity. However the mobs are unable to fly (pathfind) across the small gaps and become Invulnerable. They have AoE poison attacks that cover the small platforms. Dodging results in the player falling to automatic death. Some jumps are impossible if the player is in combat due to the slower in-combat speed. These monsters should be able to fly to the player but don't so you have a case where the player cannot kill, cannot evade, cannot advance and cannot flee.


If the Invulnerability mechanic was removed nothing else was fixed, the player could damage the monsters with little danger to themselves. That would be a far better option than unfairly killing the player.

--Overmind ~ Overmind 09:49, 22 October 2012 (UTC)