I guess the flipside is how do we nerf trash mobs proportional to the buffs. Cutting stats or adding trade-offs or what have you. Heck, interesting doesn't even have to mean "stronger", it could also be adding weaknesses or quirks. Some mobs (mice?) could be cowards and scatter when one is killed, or overkilled, or if their commander mob is killed.edge2054 wrote:Again it's not about making them stronger, it's about making them feel more alive.
What's more interesting, one wolf with 15 atk and 15 damage or three wolves with 5 atk and 5 damage that buff each other when another wolf is within one tile?
For all the naysayers play a TW or PM once 1.3 releases and you'll understand where we're coming from. Monsters can be designed to work better in groups without raising the overall challenge of the game.
The existing hatchling/drake/wyrm progression might be a way to introduce more dangerous groups over time, rather than dumping all over level 1 characters.