Why does it feel like mob power is tied to my build?

Function: Mob Power
Variable: Player Build
Outcome: ROCK PAPER SCISSORS TYPE OF GAME

I have scissors. Mobs spawn as rocks. I change up to paper cause fuck scissors when mobs are rocks, right?! Ooops. No winning to be found here. Now mobs spawn as scissors.

There's always a gap between the mobs that spawn and any given players build. Heck, one can even experience this in any map. Why? Because the mobs are spawned at the encounter level not at the map level.

This is especially noticeable if one is using the two weapon set passive skill tree swaps. I can slow(and change) the behavior of mobs that spawn in any given map just by swapping skill trees (not even swapping gear). I can go from high dps build to lower dps build and see the mobs spawning differently. High dps builds spawn mobs with insanely fast behavior to counter it. Switch to low dps and the mobs slow down. The same map, same gear, same level but different passive points will spawn different mobs.

Maybe it's that the leveling/power pace is way off. This might be what I'm experiencing as frustration. Because the rock/paper/scissors game loop mechanic is showing through. This is a separate topic because as is, the game needs way more areas to fill the power gap between it's story plot point areas.

[Just a thought, but mobs acting with teamwork to defeat you is way more fun to fight against and could lead to unpredictable outcomes from their predicable behaviors. One could balance mob density verse say mob intensity. Right, now it feels like the only mechanics the mobs have are focus fire everything all at once as fast as possible. Yes it's predictable behavior but a lot less meaningful when its their only one. The only response an player character has to that singular behavior is to focus fire everything all at once as faster as possible. If mobs have more in their toolbox then players have more degrees of freedom to respond(ie play).]
Last bumped on Jan 28, 2025, 2:48:48 PM

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