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View Full Version : mobs that are supposed to flee, not "fleeing"? Is this on blue too?


DMN
11-28-2019, 03:32 AM
For whatever reason it seems when killing things in short range with the root/DoT method i am CONSTANTLY getting mobs who are supposed to run away but just don't. extremely annoying, too. I don't remember seeing this on blue though. And no they ave no allies in range. Just solo. Root breaks and they go ape shit and keep attacking until dead.

El-Hefe
11-28-2019, 03:43 AM
Never seen this unless I’m also low on health, or the mob is undead.

Swish
11-28-2019, 04:34 AM
Mob examples needed here OP. In Qeynos Hills the bats, bears and gnolls are fleeing as normal.

DMN
11-28-2019, 05:17 AM
Everything in highkeep, at least. can recreate it with 95% certainty whenever I want. But i don't want. I want to find some way to fix/avoid this.

Zeboim
11-28-2019, 05:21 AM
You absolutely sure they don't have friendlies close enough that they're triggering the ally nearby behavior? I don't think that cares about walls or floors that much currently, and HHK is a jam packed zone after all.

DMN
11-28-2019, 05:25 AM
100% sure. Te only way I've seen o sometimes fix it is if you manage to create a decent bit of separation between you and the mob. Then the flee AI will kick in sometimes. Sometimes not.

AgentEpilot
11-28-2019, 05:26 AM
If 2 are on you they wont run, at least with some. Agro seems weird at times, one example is on blue with my chanter if I am charm killing mobs and my pet is at even 1% health sometimes it takes awhile before it actually starts to flee, I have actually died from it smacking me to death when normally the mob runs at 10%

DMN
11-28-2019, 05:34 AM
Solo with no one in range.

Fireblade7
11-28-2019, 07:01 AM
Can’t confirm on green/teal, but you asked about high keep on blue and 100% that everything’s flees in high keep. If no allies are in range and I am not low on health the mob will flee. Monk spent 10 levels there. This is killing guards and a few trains of goblins when that happened.

Brut
11-28-2019, 09:04 AM
Yeah, Cynthia breaking off fear at 5% hp in the middle of the grassland and she decides to throw a round of melee first then start nuking me still. Not sure what's going on with that.

DMN
11-29-2019, 12:16 AM
Can’t confirm on green/teal, but you asked about high keep on blue and 100% that everything’s flees in high keep. If no allies are in range and I am not low on health the mob will flee. Monk spent 10 levels there. This is killing guards and a few trains of goblins when that happened.

Well I'm pretty sure you weren't root/DoTing with a monk, and I highly doubt you were doing it in a group either.

This is ridiculously easy to replicate. Haven't tried it on the gobs though.

DMN
11-30-2019, 08:46 AM
There is something seriously wrong with flee on green at least. Didn't pay enough attention or see it happening on blue though. Stuff just isn't fleeing when it should. Simple as that. Not fleeing at all or needing to be dropped to .0001 % life to "flee".

Charm breaking mobs in flee HP range is similarly buggy and they often ignore their flee AI until they run 40 feet and wack you in the face with a round or two of combat.

SamwiseRed
11-30-2019, 09:10 AM
Everything is fine for me. Maybe you should play better.

DMN
11-30-2019, 09:11 AM
Everything is fine for me. Maybe you should play better.

Maybe you should STFU and go post in a thread where your uselessness will be more welcomed.

Ferahgo
11-30-2019, 09:36 AM
In regards to HHK guards, it has something to do with whether or not there are other guards in the area of the guard you are killing (xyz axis).

When the zone is being cleared of guards as they respawn, guards will start to flee when low. When there are guards up all over, they will not flee when low.

DMN
11-30-2019, 09:51 AM
But the goblins were doing it too with the whole basement cleared. Especially the seers.

Morratiz
11-30-2019, 12:07 PM
Never seen this happen with any of the mobs in highkeep unless it was guards and they were not fleeing because directly underneath them on the floor below there were other guards. I think the fact that you said you can run away some and then the AI kicks in just further confirms that its due to proximity to a social mob in my opinion. That's EXACTLY what they do when they're too close to a social mob. You move them away and it triggers their flee. Even if both mobs are on y our aggro list you can root the high health one then move the low health one away from its friend and it'll start fleeing.

astuce999
11-30-2019, 12:33 PM
Never seen this happen with any of the mobs in highkeep unless it was guards and they were not fleeing because directly underneath them on the floor below there were other guards. I think the fact that you said you can run away some and then the AI kicks in just further confirms that its due to proximity to a social mob in my opinion. That's EXACTLY what they do when they're too close to a social mob. You move them away and it triggers their flee. Even if both mobs are on y our aggro list you can root the high health one then move the low health one away from its friend and it'll start fleeing.

/thread

Astuce