View Full Version : Mob Flee Speed
skorge
06-16-2012, 04:22 PM
Just logged back in, after being out for a few months...was killing a mob, and then I was like wtf was that, when the mob started to haul ass when he was fleeing. So I came on these boards and saw they changed it to this. Really? It wasn't this way in classic, why did they do this?
I don't want to bash anyone because this server has done some great things but why this? I hope this gets fixed. How do you guys deal with it?
Namegen_Isterrible
06-16-2012, 04:31 PM
Mobs only flee FAST if they have sow and/or if they are at 19% hp. If you hit them down into the lower teens (and especially if you hit them down under 10%), their flee speed slows down significantly.
It is actually very easy to stay on the ass of mobs now as opposed to before last night's patch. Now mobs stop and pivot in place when they are going to change directions, so you have a change to hit them when they're still AND you know which direction-ish they are heading in next. 24 hours ago mobs would instantly change directions, pingponging off (or through) walls and stuff.
Danyelle
06-16-2012, 04:36 PM
I can attest mob flee speed both with, and without, movement enhancement/reduction spells is the same way on Live today as it is on P99 now. And while that may scream "omg Modern, no wonder! Kill it and all cats because they suck!", I can find no patch notes indicating the run speed of mobs while fleeing has ever been universally changed and I do seem to recall Classic mobs being like this back in 99 as well. Seeing as I spent much of Classic-Velious in Blackburrow killing greens, I should be well aware at what speed mobs turn tail and run from you at :P
So I'm inclined to believe that, not only did mobs flee at this speed during classic, but they still do. And I'm willing to log on Test and obtain FRAPSed proof if necessary.
nego1620
06-16-2012, 04:48 PM
I was thinking the same thing, but since I just started on this server I kept telling myself that maybe my memories of mob fleeing in Classic were just too faded at this point to recognize.
Razdeline
06-16-2012, 05:04 PM
They DID flee this fast, always have and always will. Snare was almost required back in this era. Get your facts straight.
Razdeline
06-16-2012, 05:04 PM
BTW kudos to devs for actually bringing this back in.
Messianic
06-16-2012, 11:07 PM
If mob run speed is off, it's not off by much - and once you get them down below 15 or so, it's no biggie.
I'm just glad they fixed mobs to flee at 20% instead of like 7-9%...makes fights a lot easier and more efficient, particularly with snare.
Hitpoint
06-17-2012, 01:00 AM
This is pretty much classic.
nilzark
06-17-2012, 02:33 AM
This is supposed to be a challenging, difficult, group-requiring game, not some ez-peezy, 6-boxing, boring, instant gratification snooze fest. :)
Stykos
06-17-2012, 09:59 AM
Yeah I've had mobs run at 19% and pull more aggro. After zoning a few times it's made me step up my game tbh. Nobody plays EQ because it's easy!
Namegen_Isterrible
06-17-2012, 10:08 AM
This WAS supposed to be a challenging, difficult, group-requiring game, not some ez-peezy, 6-boxing, boring, instant gratification snooze fest. :)
Fixed that for ya.
EQ used to be challenging, back when we were all in middle school and this was the first MMO we'd ever played and we didn't know about eqatlas or have wikis and etc etc.
nilbog
06-17-2012, 10:22 AM
when we were all in middle school.
I was a senior in high school when EQ was released. :D In middle school I was playing Shining Force.
I think the flee speed is very much improved. With the latest patch for heading rotation, I think it looks even better.
Maybe rangers will get groups again!
PsychoTass
06-17-2012, 10:26 AM
it is much improved, no more chasing things a few feet only to have them turn around on you constantly
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