Quote:
Originally Posted by srgraham69
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Haynar: Mob runspeed revamp to be more accurate to classic. Speeds will also vary with changing HP more like classic was.
This seems to cause an issue while quadding in TD, if mobs get lower health than others their speed change makes the group begin to break up. Don't remember this being an issue on live, but I could be wrong.
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I have noticed this as well. Being a wizard I have been quadding raptors and seafurries and the change in run speed causes the group to break up making the mobs no longer close enough together to finish off with the last AOE. By the time you get to that point in a quad you don't usually have the mana to finish them off with individual nukes. Seeing how wizards have a terrible time getting groups and now quadding is near impossible this leaves wizards at a HUGE disadvantage. What is the point of all the quadding spells if you can no longer quad?