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An interesting quote from the guardian article discussed.
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We found as we played the game we liked certain character builds, so we've made enemies that essentially share some of those character builds. We're trying to simulate, basically, how players fight in groups – we want enemies to be using those tactics against you, so they'll help each other out, buff each other, heal each other. One might throw a pot of pitch and then a mage sets you alight – so now you're on fire and you're slowed down.

This seems very like the Guild Wars 1 system in which certain mobs had and actively used abilities that were obtainable by the player. Most of the time using an item on the corpse of these enemies allowed the player to obtain one of the skills used and it was a key part in creating character builds.

ESO seems to have taken it one step further and will have enemies using player abilities in combos just as a player group would do. This seems every exciting, it should feel fresh for a while at least. Being able to understand and abuse enemy AI is a key part of playing any game so I expect some very clever stuff to be done by baiting enemies into using combo attacks so that they lock into animations that leave them open to attack etc.

I would love to have abilities picked up on the defeat of certain bosses and enemies. Although I hate artificial gating of content(e.g. attunements from previous raid needed for next) I think requiring at least a few members of a raid to have an ability from a dungeon boss in order to beat the encounter(e.g. A freeze/tranquiliser to use on berserking adds) would make the game feel more dynamic and would help different fights feel different not just though different mechanics but because you have to use different abilities in order to complete them.

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11 years ago