Respawn Rate Needs To Be Increased (slower respawns!)

Tried to do quest “Skysong’s End” in Ebonscale Reach. Last part? fighting 2 bosses, got one down, continued with the other one. Since I play as tank I don’t have the best damage (lvl 60) first boss spawned again…time to run…

This was as solo, with more people it would not been a problem, but quest does’nt say “group”.

This is just a few of the mechanics that’s out of proportion.

Tried Well Guarding…I guess comment is unnecessary…

Is anyone accually testing this game?

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Then what about the ones that are faction quests that clearly say “solo” on the description, but when you get there, respawns are so fast that there is no way you can clear the objective solo at the recommended level?

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Yep, whoever developed Ebonscale Reach should be in charge of all other zones. Respawn rate in ER is significantly slower to the point it was actually enjoyable to quest there.

Firmly agreed. This is a critical issue with the game and the biggest thing motivating me to quit. There is no need for respawns to be this fast now that players are dispersed out into the world. I’m repeatedly dying to rapid respawns when trying to work my way into camps and landmarks and the experience is frustrating enough that it makes me want to stop for the night. It’s the sort of thing that makes you put down a game and never come back to it.

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Same as everyone above, the respawn rate often leaves me frustrated and demotivated. Managed to make it to 50 but unsure I’ll continue to 60 because it’s just not fun any more (for this reason).

Edit: on top of this, some mobs have quite high aggro radius and will chase for a very long distance. On their own this isn’t a problem, but with the respawn rate it’s not a good combination.

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Push…

Totally agreed, some areas are so fast its just silly, 20 seconds to kill something and then get healed for 10-15 sec then start next fight and the first one spawns 5 seconds into the fight then you are facing down two of them.

Other areas its the reverse tho the respawn rate is too slow so your standing there waiting for a mob to spawn to get the last kill with many players waiting.

The difference between those areas, no idea, similar level and types of mobs just spawn rates are random!

Wow, that was confusing for a second there. Read “Respawn rate needs to be increased” and was like, wtf it’s basically instant already. But yeah, you want the respawn rate to be decreased, that makes a lot more sense :upside_down_face:

Questing alone in certain areas, especially higher level ones, can be rather… challenging (angry earth tentacle party anyone?).

I agree. Mobs spawn way to fast and you end up being surrounded. They can increase the respawn rate or have fewer enemies all so close to each other. There’s zero need for a million zombie pirates to virtually be next to each other in most landmarks.

100% Agreed. As a mostly solo player, it can be challenging enough to clear spawns around a landmark, tower, area etc…but having them spawn on top of you in less than 30 seconds when you engage the next is just unreal. This is far out of balance and needs to be addressed.

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But it so fun to clear some ore of the NPCs around it to have them respawn before you finish mining. :crazy_face:

Or my favorite, have a quest for a mini boss and the adds around it respawn before your done killing it, yah!

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We have been talking about this in company chat. It does need to be adjusted a bit. On the quest Redefining Boundries in GC, the rate is as people have talked about. As soon as I kill the first node of mobs and move up, I start fighting the next node (without stopping to heal because of the respawn rate). Mid fight there the original mobs respawn and are right on top of me. I am 5 levels above the quest level (44 quest level, I am 49) and cannot complete it because of this.

I think it was meant to be “Respawn timer increased”

Yea man 21 days since you posted this and its still freakin hot trash…

I clocked respawn times between 14 and 20 seconds in appropriately leveled zones. It makes using the musket damn near impossible because by the time you grab and attack the follow up mob, the original will respawn and aggro because you are too close.

I was fighting the frozen guard in one of the northern zones and couldn’t kill them fast enough and ended up with 3 packs of mobs aggroing and wiping me out.

you couple that with the travel annoyances if you didn’t set up camp, and to me, its a deal breaker…

Just did some quests in Cleave, i would fight 1, other mobs would be super close and aggro on me.

By the time I finished killing 1 or 2, I have 5 mobs on me, and those 1 o 2 mobs respawn… It is insane how fast mobs respawn

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nah decrease the spawn timers I’m tryna get straight to the loot
Right down to the LOOT
DIRECTLY TO THE LOOT

@Luxendra

Just an FYI, In Cutlass Keys, there have been many times that Flatfish fishery npcs monsters spawn so fast you have little time to recover. On top of that, sometimes they have a long aggro radius and youll pull one and end up with like 4-5. In addition, there are a few mobs there that are double stacked, 1 on top of the other.

Another thing I would love to see corrected is the super speed ghosts in the game, those things move so fast that you can barely get 2 ranged attacks off (and this is saying that you are a good shot and understand how mob pathing works) before they are right up on top of you and then you dodge back to try to get a ranged attack off and they are right back on you.

This killed it for me. I can’t seriously keep playing ths game in its current state. Having to fight my butt off for every inch of land in a non-instance, non-group quest is getting old. I don’t mind content now and then that would involve such a challenge, but to be the standard of a large majority of quests makes for a frustrating time rather than fun. Either dead mobs stay dead much longer or tell the truth in the quest text by saying it is a group quest.

The respawn rate many times is anything but just right! There are legit gripes here. Even as DPS the respawns make soloing a lot of nongroup quests impossible or close to impossible.