View Full Version : Game Mechanics: Mobs don't flee as intended
Metallikus
04-05-2012, 12:45 PM
I couldn't find a thread concerning this, im sure it has been brought up somewhere tho, and if not I can't beleive it, but:
Mobs do not flee soon enough or their movement speed isn't what it is supposed to be at low HP.
On live, a group in sebilis almost always required a snarer in the group or you were doomed to train yourself. Frogs would run away at low hp at full speed if they were not snared.
On p99, the mobs either don't flee, or walk away at low hp. Snare is not required in so many situations were it would have been on live.
Obviously it is less annoying for the mobs to not run away and train everything, but it's not classic.
Rogean
04-05-2012, 12:47 PM
Part of the issue in Sebilis was that almost every mob had SoW. Not sure if that's taken into account in the code.
happyhappy
04-05-2012, 05:20 PM
Considering that here monsters cast spells appropriate to their level, higher than on live, maybe they don't cast sow as often since it's a level 9 spell?
Zapatos
04-05-2012, 07:50 PM
While not as classic of a server as you'd like, eqmac still stands as a good example of where mobs like to run run run when they start getting low, not just wait until they 'crawl' away at the end of the fight like they seem to do here. Many crazy times in the dungeons there...
This would be an interesting fix to put in though. Would certainly give more value to druids/rangers who certainly need a hand in the upper level grouping scene.
Hitpoint
04-05-2012, 08:27 PM
This seems to make sense. I remember on live we usually wanted a snarer for groups. I can honestly say that after leveling to 55, and grouping in basically every dungeon, my groups have neither needed nor purposely looked for a snarer. There are definitely mobs that flee here, lots do, but many of them seem to just walk away slowly instead of run.
Metallikus
04-06-2012, 09:58 AM
This seems to make sense. I remember on live we usually wanted a snarer for groups. I can honestly say that after leveling to 55, and grouping in basically every dungeon, my groups have neither needed nor purposely looked for a snarer. There are definitely mobs that flee here, lots do, but many of them seem to just walk away slowly instead of run.
I'm suprised this has not ever been brought up before for the sake of grouping wizards, rangers, druids, or in a pinch SK/Nec.
Also, im sure this has been brought up before but root overwriting snare in classic/kunark didn't last this long. Root should not overwrite snare and should be a seperate buff slot used.
SirAlvarex
04-06-2012, 10:22 AM
I'm suprised this has not ever been brought up before for the sake of grouping wizards, rangers, druids, or in a pinch SK/Nec.
Also, im sure this has been brought up before but root overwriting snare in classic/kunark didn't last this long. Root should not overwrite snare and should be a seperate buff slot used.
Root actually does overwrite snare. This was changed awhile ago. In fact, Selo's also used to overwrite root aswell. I did the research in this bug post (http://www.project1999.org/forums/showthread.php?t=65484&highlight=bard)
Tasslehofp99
04-07-2012, 09:24 AM
Root does overwrite snare, snare does not overwrite root. I seem to remember this being done away with in velious, for the sake of druids/necros who have the epic and how useless the clicky is with the root/snare stacking issue.
Noselacri
04-07-2012, 10:46 AM
Part of the issue in Sebilis was that almost every mob had SoW. Not sure if that's taken into account in the code.
That should be the case in almost any dungeon. Shaman mobs are all over the place in Guk, SolB, Paw etc. but the mobs still wander away slowly when low instead of running. It's clearly a game mechanic issue, not a matter of them being SoWed or not.
Daldaen
04-07-2012, 12:46 PM
It may perhaps be that shaman mobs are not casting it because NPCs are forced to follow the outdoor restriction which isn't classic but I haven't bothered checking if the mobs have SoW or not.
To echo the OP, groups definitely used to look for a snarer, and you had to make sure you snared early because as he said the mobs would run and create very large trains if you didn't. Definitely classic.
Yondiloons
04-18-2012, 10:28 AM
BUMP. is this something that is ever going to be fixed? This is something that i noticed from the beginning of playing on this server. Mob fleeing in p99 and most eqemu servers are not working correctly and it definitely takes away from the authentic classic feel. The eqmac server has it working just how it should. Mobs start to run at like 22% i think and their flee speed is as fast as their run speed until it takes more damage. Snare slows down the run speed drastically and by about 10-11% hp the mob should stop moving completely.
Would be a pretty big change to a lot of grouping/raiding dynamics but this is a part of classic everquest that is missing and seemingly ignored and/or forgotten.
kanras
04-19-2012, 12:43 AM
Mobs will flee faster, pending update. Dark blue cons will flee slightly sooner, pending update.
Yondiloons
04-20-2012, 02:04 AM
Mobs will flee faster, pending update. Dark blue cons will flee slightly sooner, pending update.
This is awesome, a big plus to rangers, plus a big increase in overall server difficulty
if this works as intended watch huge trains the first few days of the patch due to people not knowing they should snare in groups until now
thanks a lot for this update im looking forward to it
Slave
04-21-2012, 10:41 PM
What about the other mobs? Mobs used to flee at around 21% whether they were dark blue or green or red or fluorescent purple for that matter. If they would flee at all, they would flee at 21% or so health. Why do you continue to hold back on important fixes like this to make the server more Classic? It's getting extremely tiresome to have developers pick and choose mechanics that directly affect combat when this is supposed to be EverQuest.
We don't even have a larger or even equal population to any Classic server where more grouping could make up for these questionable practices. The fewer people we have on P99, the more that these player-empowering Classic mechanics need to be put in place, for the continuing health of the server.
Treats
04-21-2012, 11:12 PM
What about the other mobs? Mobs used to flee at around 21% whether they were dark blue or green or red or fluorescent purple for that matter. If they would flee at all, they would flee at 21% or so health. Why do you continue to hold back on important fixes like this to make the server more Classic? It's getting extremely tiresome to have developers pick and choose mechanics that directly affect combat when this is supposed to be EverQuest.
Incorrect. Mobs should be fleeing at different percentages depending on con. You can test this on EQMac. If you've done research to prove otherwise then post it.
I really don't understand the tone of your post.
Nilbog and Kanras fix what they can when they can.
They aren't obligated to do ANYTHING.
Questionable practices? You can't be serious.
Slave
04-22-2012, 01:25 AM
Incorrect. Mobs should be fleeing at different percentages depending on con. You can test this on EQMac. If you've done research to prove otherwise then post it.
I really don't understand the tone of your post.
Nilbog and Kanras fix what they can when they can.
They aren't obligated to do ANYTHING.
Questionable practices? You can't be serious.
You don't pay much attention do you? Again and again, the developers have consistently fallen on the side of nerfing the players rather than being Classic.
Mob run speed? Not Classic.
Variance in raids? Not Classic.
Pet items returned? No
Bards on Red? Totally nerfed.
Charm? hahahaha
etc
etc
etc
In short, DUDE WHAT GAME ARE ***YOU*** PLAYING?!?!
Treats
04-22-2012, 02:08 AM
You don't pay much attention do you? Again and again, the developers have consistently fallen on the side of nerfing the players rather than being Classic.
Mob run speed? Not Classic.
Variance in raids? Not Classic.
Pet items returned? No
Bards on Red? Totally nerfed.
Charm? hahahaha
etc
etc
etc
In short, DUDE WHAT GAME ARE ***YOU*** PLAYING?!?!
I don't understand the tone of your posts here towards the devs.
Both of your posts here are inappropriate for the Bug Forum.
If it's getting tiresome, why are you still here? There are plenty of other servers.
If you don't like it and refuse to do the research/wait patiently for them to fix it:
Again, why are you even playing here?
Slave
04-22-2012, 02:55 AM
I don't understand the tone of your posts here towards the devs.
Both of your posts here are inappropriate for the Bug Forum.
If it's getting tiresome, why are you still here? There are plenty of other servers.
If you don't like it and refuse to do the research/wait patiently for them to fix it:
Again, why are you even playing here?
So I write about things not being Classic in a bug forum, and provide specific examples. I think the trend that is occurring is both obvious and alarming. You have now attacked me twice. Who is being inappropriate here again? Stick to the topic.
Mobs will flee faster, pending update. Dark blue cons will flee slightly sooner, pending update.
This patch has ruined solo PvE for my 44 monk. On Brell Serilis, I was able to solo greater kobolds, who would flee at low HPs, but could still be caught and killed. The patch is causing DB mobs to flee at full (SoW) speed at 25% HP. This is not classic. Please remove this part of the patch and research things more thoroughly so solo PvE is still possible at all levels for all classes.
gloinz
04-22-2012, 12:22 PM
also mobs find help and then continue fleeing causing massive trains. usually when mobs have a friend with them (2v1) they will fight reengage the fight until one of them die.
Daldaen
04-22-2012, 01:49 PM
also mobs find help and then continue fleeing causing massive trains. usually when mobs have a friend with them (2v1) they will fight reengage the fight until one of them die.
How it works on live now (and how I recall it in classic) is:
Fighting Mob A, drops to 20%, flees, paths by Mob B who aggros on you, it continues to flee.
However:
Fighting Mob A, drops to 25%, Mob B aggros on you, drops to 20%... doesn't flee because 2 are on aggro.
IE you need to aggro the mob before it reaches flee health for it to stand its ground. Once flee has been activated, nothing will stop it other than snare / root / death. Which is what made trains so deadly.
So no it shouldn't stop and fight you once a 2nd mob gets on your aggro list if it was already fleeing...
Soloing was possible without snare both in Sebilis and in Sol B. The trick was to leave enough room for you to kill the mob before it spread aggro. Pulling up the zone in ramp in Seb, or to LS zone in Sol B would pretty reliably allow my monk to kill fleeing mobs.
The actual mechanic of mob fear seems to be at least part of the issue here. On live servers, it was possible to chase mobs under the effect of fear/intimidate/instill doubt and hit them maybe half the time. On this server, mob flight is too fast / too erratic.
By comparison, fear'd mobs on Red99 simply cannot be hit by melee. Server latency and client range checking pretty much guarantee that mobs will be too far to hit.
Koogster
04-22-2012, 07:49 PM
Part of the issue in Sebilis was that almost every mob had SoW. Not sure if that's taken into account in the code.
how about fixing mobs sowing indoors ....they never sowed indoors on live and as i recall outdoor mobs never sowed other mobs around them just themselves.
Fountree
04-25-2012, 10:36 AM
Mob flee speed has gone from one extreme to another. It seems like the devs treated all zones the same when dealing with mob flee, where in actuality the mechanic varied from zone to zone. I dont recall that mobs were sowed in sebilis because it was an indoor zone. I think the zone Rogean is thinking of is Trakanon's Teeth. Bumping this for importance and great sympathy for still leveling players...this flee mechanic at it's current state destroys many different once viable xp strategies and soloing opportunities.
Wotsirb401
04-25-2012, 11:00 AM
My buddy just PM'd me ( 58 geared to teeth monk) he mentioned that he can barely kill anything in Droga due to all the GREEN frogs assisting eachother. This is def not classic. Frogs or any mob for that matter did not have a deathwish even back in the 90's/00's when the economy was booming
Nizzarr
04-25-2012, 11:22 AM
Thats intended, getting to the good camps in droga was a mission in itself.
Glad it was changed, a bit bummed out about the running speed though of non-sowed mobs.
Daldaen
04-25-2012, 12:29 PM
Mobs could always SoW inside. They don't need to abide by those restrictions on their spell casting.
Mobs could always SoW inside. They don't need to abide by those restrictions on their spell casting.
While mobs could cast SoW indoors, there is some doubt about them casting it on other mobs.
Splorf22
04-25-2012, 01:55 PM
You don't pay much attention do you? Again and again, the developers have consistently fallen on the side of nerfing the players rather than being Classic.
Mob run speed? Not Classic.
Variance in raids? Not Classic.
Pet items returned? No
Bards on Red? Totally nerfed.
Charm? hahahaha
etc
etc
etc
In short, DUDE WHAT GAME ARE ***YOU*** PLAYING?!?!
First, reread your two posts. Treats is 100% on that you have a really entitled attitude towards a bunch of people that are doing this in their free time. To quote Dragnet, Just the facts, ma'am.
Second, I do tend to kind of agree with you on the substance of things, but I don't know whether it's good or bad. The problem is that Classic EQ has a number of things that are borderline exploits, and everyone knows them. On Live when these things were discovered, Verant would promptly . . . I hesitate to say "fix", but change them, because the game isn't supposed to be trivial.
The biggest one to me currently is invis/hide preventing social aggro. This more than anything is the root of all the bullshit that people do which makes this game 10x more trivial than it was intended to be (I use these tricks whenever I can) because as soon as you can get the mob you want aggroed on the guy you want with invis, he can just run it anywhere in the zone.
But yeah, I would like to see the devs fix a few things back to classic like getting weapons back from charmed pets, charm pet aggro not transferring to the owner on a charm break, linked respawns instead of variance, etc. I understand the mentality but I think there aren't that many things which are so broken that they need to be intentionally nonclassic.
Wow what a ramble.
Daldaen
04-25-2012, 04:28 PM
While mobs could cast SoW indoors, there is some doubt about them casting it on other mobs.
So your disagreement is shaman mob x can sow himself in a dungeon. But he can't run by warrior mob y and sow him???
That is also wrong... They buff everyone they want to :/.
So your disagreement is shaman mob x can sow himself in a dungeon. But he can't run by warrior mob y and sow him???
That is also wrong... They buff everyone they want to :/.
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.
Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.
Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
Daldaen
04-25-2012, 06:34 PM
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.
Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.
Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
Melee classes group
Caster classes solo
Its pretty simple IMO. Who has more DPS... A rogue / monk... or a wizard / necro in a group? Melee are the clear choice for sustaining DPS, and they generally get picked over casters for an open group slot.
That, in my eyes, is the trade-off. Soloing as a melee class isn't supposed to be easy, or even doable.
I honestly don't remember melee soloing much at all in classic. Partly because of internet being bad and such, and not everyone's monk having a fungi etc... but I think a big part of it was also this running thing.
The zones I've been in since patch haven't really had runners + I snared everything so I haven't seen the extent of it, but I definitely recall mobs in most dungeons running away quicklike causing some fun trains.
Soloing as a melee class isn't supposed to be easy, or even doable.
Melee classes do better by far in groups. Even so, melee classes were able to solo in classic EQ - class guides were even written about doing so. I did so.
With numbers between 40 and 100 on the server, depending on the hour, finding a group is hardly a given for anyone. Lack of solo capability is a game-killer for three classes.
Flashman
04-26-2012, 03:36 PM
Current mob fleeing is not classic live behaviour. Orcs in crushbone run through walls now at sow speeds and this is not more challenging it is just silly.
I was in a group with shaman, rogue and monk and we couldn't XP. That is nonsense.
Asher
04-26-2012, 04:16 PM
I sure don't remember the average mob running at just under jboot speed.
Asher
Nuesnada
04-26-2012, 09:30 PM
Was digging threw patches to find answer to another question and discovered this
September 28, 2000 7:00 am
------------------------------
*Fleeing NPCs*
Last week's patch caused NPCs to flee more than before due to a bug
that was fixed. After evaluating the situation, we decided to reduce
the chance to flee, but not to the extent that it was reduced before.
NPCs were previously much more "brave" than they should have been.
As part of the same change, charmed NPCs also began fleeing when low on
health. We've determined that this is not a good situation for the
players. As such, we have stopped charmed creatures from fleeing per
player request.
-------------------------------------------------------
intentional or not p1999 devs have run into similair problem as live.
I have to ask since i didnt join p1999 until about 4 to 6 months ago where the mob speed at release of server set higher or did some events on this server necesitate devs increasing mob runspeed ??
Finaly I do believe that mobs running away sooner than what they where prior to last patch is good, as that is how it was supposed to be on live.
Nuesnada
PS Run speed post patch can be just a matter or perception. All the players that have been playing on this server prior to this patch got use to the way mob behaved on this server at low health .
Asher
04-26-2012, 10:22 PM
PS Run speed post patch can be just a matter or perception. All the players that have been playing on this server prior to this patch got use to the way mob behaved on this server at low health .
Ask any wizard who has quaded on live and here if mobs run the same speed here.
Asher
Nuesnada
04-26-2012, 11:34 PM
I understand mobs run faster here but was it always like this from p1999 inception ??
I played a druid and so understand quading and did it on live , mob diffinitly moving faster< directed at standard mob movent at full health> here than on live.
perception commment was directed towards mobs turning and running earlier. Prior to patch they would turn around walk slowly away. post patch they are running. Is the increased speed perception of person used to mob walking away ?? or is it standard speed who knows only the devs do since they set the run speeed of mobs and we as players do not know the mechanics involved in different run speeds through out a mobs health.
Thanks for listening
Mobs run when they leave - same crazy speed they have when pulled. It takes SoW to catch them, and if they have SoW, you haven't a chance.
Nuesnada
04-27-2012, 01:25 AM
you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch upto them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and the mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .
if the gobos where sowed then if i forgot to snare them they would easily out run and i would have to wait for them to come back < no train as i didnt sit down>
for record my perception mobs are running at normal speed on being engaged <same speed i percieved prior to patch> . Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain.
Thanks for listening
Metallikus
05-02-2012, 01:38 PM
SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
RahlaeRuffian
05-03-2012, 03:33 AM
I know I've been talking shit about flee speed but it's not really that bad anymore since I've played a little more than I have since the patch. I guess they fixed it to some degree. Hit box and random flee directions are still kind of annoying but as long frogs in sebilis flee at the speed that they do then I would say it seems fair. I haven't been back up to Hate since a group of 8 guildies, all in their 50's went and a Spite Golem wiped us, but I'm sure we can find away around pulling a 100% magic resist Spite Golem next time if it can't be snared or rooted in the least.
Metallikus
05-03-2012, 08:22 AM
I know I've been talking shit about flee speed but it's not really that bad anymore since I've played a little more than I have since the patch. I guess they fixed it to some degree. Hit box and random flee directions are still kind of annoying but as long frogs in sebilis flee at the speed that they do then I would say it seems fair. I haven't been back up to Hate since a group of 8 guildies, all in their 50's went and a Spite Golem wiped us, but I'm sure we can find away around pulling a 100% magic resist Spite Golem next time if it can't be snared or rooted in the least.
the fix to this has always been to have more mobs in camp so the spite golem would not flee. the recent patch kinda messed this mechanic up where mobs don't recognize that they have friends in teh battle still and take off no matter what.
maximum
06-01-2012, 03:04 PM
I'm wondering if this whole run speed/flee speed situation is related to 1999 server lag vs. 2012 server lag. Internet technology has greatly changed since.
Xanthias
06-02-2012, 09:48 PM
Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.
Just common sense there
HarrisonIsStillPosting
06-03-2012, 02:36 AM
Mobs run away way too fucking fast. They are supposed to run away, not sprint at selos speed.
Metallikus
06-03-2012, 02:44 AM
the main problem is they are running when they shouldnt - they are not supposed to run if they have another mob in camp. They are currently running away before last man standing.
HarrisonIsStillPosting
06-03-2012, 02:56 AM
Nilbog addressed this in another thread, but the speed is still way the fuck off.
Daldaen
06-03-2012, 02:46 PM
the main problem is they are running when they shouldnt - they are not supposed to run if they have another mob in camp. They are currently running away before last man standing.
Depends on mob type.
Certain mobs should run away even in company of their allies. Certain mobs shouldn't.
nilbog
06-03-2012, 02:55 PM
SOmething that needs to be addressed about mob flee: Since the patch, if you have pulled a group of mobs, they all flee seperately as if they have no idea they have a bunch of good buddies around them agro'd. This is a bug. No mob should flee when the group has agro in the vicinity of the mob's allies. For instance, a group pulls 4 goblins and mezzes 3. The first goblin to go to 20% should not take off running, only the last goblin standing should flee.
Mez counts, and always has afaik, like the npcs aren't there.
Spite golem's in hate sprint away are pretty much unsnarable and can cause a wipe, if a mob is at 20% health it really shouldn't be running as fast as it is at 100%.
Just common sense there
It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.
One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.
If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.
If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.
Mez counts, and always has afaik, like the npcs aren't there.
It doesn't. It's something like 0.6% of their normal speed. If the npc in question has a sow, it appears higher. I visited several groups days after this change went live. I didn't see much out of the ordinary.
One change that's coming next patch.. npcs won't juke and have such erratic movement. Kanras did a great job changing how npcs rotate if they are to turn.
If someone really wants to do in-depth research.. eqmac players, fraps yourself fighting an unsnared npc. When it gets to 20%, let's see how fast it runs away? Additional test: See how fast it runs when snared, and/or what % of hp it completely stops moving.
If changes are needed, they will certainly be looked into. From what I have seen, flee mechanics are way more classic now than they were previously.
Is this supposed to be 60% (.60) or 0.6% (0.006)?
nilbog
06-03-2012, 04:50 PM
Is this supposed to be 60% (.60) or 0.6% (0.006)?
Missing information on my part. Something like runspeed * 0.6
Metallikus
06-03-2012, 09:29 PM
Mez counts, and always has afaik, like the npcs aren't there.
That is for sure wrong. They know they are there and agro transfers. I wonder how I'm going to prove that they shouldn't run until the last one standing tho....
Metallikus
06-03-2012, 09:37 PM
not only do mobs run away while others are mezzed, but in a pack of mobs all being tanked, they will run away when at 20%. It's a rampant problem across the board.
Shinko
06-04-2012, 12:10 AM
pretty sure metallikus is right
Danth
06-04-2012, 08:19 AM
.. in a pack of mobs all being tanked, they will run away when at 20%. It's a rampant problem across the board.
I don't believe this is a problem across the board as it does not happen everywhere. Of course, that it only happens in some areas probably makes the cause trickier to identify than a genuine global issue. I haven't done extensive testing, but I suspect the cause may be faction- or level-related.
I've yet to encounter a single runner moving at sow/selo speed except in cases where the mob is sow'ed. The volume of complaints suggest that it may happen on occasion as some sort of glitch, but doesn't appear common.
---------------------------
A mob being healed above its flee threshold will continue fleeing at a significant rate of speed for a long time. This is easily reproduced.
Danth
Scoresby
05-27-2013, 02:54 PM
I don't believe this is a problem across the board as it does not happen everywhere. Of course, that it only happens in some areas probably makes the cause trickier to identify than a genuine global issue. I haven't done extensive testing, but I suspect the cause may be faction- or level-related.
I've yet to encounter a single runner moving at sow/selo speed except in cases where the mob is sow'ed. The volume of complaints suggest that it may happen on occasion as some sort of glitch, but doesn't appear common.
---------------------------
A mob being healed above its flee threshold will continue fleeing at a significant rate of speed for a long time. This is easily reproduced.
Danth
Sorry to necro a thread, but has anyone else noted this still to be an issue? Pretty much everywhere I go, I've noted that no matter how many things you are fighting everything will run at low HP (if it is a fleeing mob); regardless of CC.
As I recall, in live you actually didn't even to have the other targets engaged. I would finesse positioning with my monk by fighting near another mob, just out of LoS around a corner. The target you were fighting would not run, even though his "ally" was not engaged. This functioned much the same way, although with considerably less range, that healing mobs assist heal/buff others through walls.
Run speed is still a bit crazy, but is mitigated by the pause when a mob turns. I can solo again with my monk; still, it does get dicey.
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