View Full Version : Game Mechanics: Feign
Poeskas
03-27-2013, 02:30 PM
Anyone else feel FD is broken atm?
Things I've noticed:
Can stay feigned for 5 mins + now and retain aggro
Feign failure rate is too high
I think it would be great if Devs could reconsider some of the current mechanics
All classic.
Length of time FD does not play a role with whether or not a mob forgets you. Before or after last patch. If you have aggro on a static mob, it remembers you until it resets. If you aggro a roamer, then you have to roll a successful blur on FD.
What do you mean by feign failure? Fall to the ground, lack of mem blur, fizzles?
Last Patch:
Kanras: Any spells cast by NPCs on PCs will break FD, regardless of resist.
Kanras: Being perceived as invisible (whether that be from invis/sneak/hide) when standing from FD will no longer remove you from NPC feign memory.
:Can stay feigned for 5 mins + now and retain aggro
This seemed weird to me at first too, but it only seems to happen when you aggro roamers (i.e. they can't reset to their spawn point). Apparently it's working as intended for this time frame
SamwiseRed
03-27-2013, 03:50 PM
the thing is, FD was never intended to be a pulling mechanism but rather a utility to survive.
Bamzal Sherbet
03-27-2013, 03:50 PM
shits classic then u die
bulbousaur
03-27-2013, 03:55 PM
FD was nerfed in a recent patch, you will need to /q if you can't see mobs return to their spawn.
Poeskas
03-28-2013, 10:48 PM
True. I guess I was mistaken then. It still seems like the failure rate is too high though
Heywood
03-29-2013, 05:12 AM
Yea the failure rate is high.
Malrubius
04-11-2013, 03:13 PM
Bump on the failure rate bug.
In classic it was virtually 100% success (maybe 99.99%), and that JUST AT SKILL LEVEL 100.
FD skill rises above 100 were gravy, but there was never a "fallen to the ground" type failure after 100 as far as I can recall.
Xadion
04-11-2013, 08:24 PM
you could always fail, even though very very rare.
eventually there was a clear all that was not clear timer set... I believe it came before the message was put in.
every fd has a % of clearing agro each mob is rolled individually, I believe there is then another very high chance roll upon returning 'home' either spawn point or completion of its path.
Nirgon
04-12-2013, 10:37 AM
shits classic
Emphase
04-12-2013, 01:45 PM
Eh doesn't seem classic to me, I can FD a roamer 20+ times..no exaggeration and still not lose aggro. that's not classic
Nirgon
04-12-2013, 02:29 PM
Yes it is, I played an ogre SK twink from Velious into PoP on the legends server. FD wasn't as reliable as people here think it should be.
I believe they also recently fixed getting hit by a spell while FD'd. Kudos for this.
Please take this thread out back and shoot it.
Emphase
04-12-2013, 04:40 PM
i played a monk on live as well. its close but def not classic. in classic you could actually have targets forget about you. here there are some that will never drop you
Poeskas
04-16-2013, 05:04 PM
yeah you could always fail, but not as frequently as it happens with the current mechanics. Any dev able to confirm whether or not this is being looked into?
yeah you could always fail, but not as frequently as it happens with the current mechanics. Any dev able to confirm whether or not this is being looked into?
A vague assertion that the rate is too high isn't really a bug report. Do you have any logs showing the number of failures you are experiencing?
Nirgon
04-16-2013, 06:08 PM
Mobs would remember much more than they would forget. Usually we just /q'd unless some kind of uber serious puller positioning trickery was involved like progression vindi pulls and shit.
Hell you can use mobs remembering to your advantage even if you're smart enough on how to space em out.
Some frogs in seb have sow and others might not (I think npc buffing is being looked into)... use yo head.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.