Thread: Game Mechanics: sneak pull
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Old 10-13-2014, 10:10 AM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
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Monkly Business June 2002 (1month post Sneak change)

Quote:
okay ijusth, with sneak + thrown weapon pulling, there is no need to FD, like at all. It's a huge time saver, as you aren't waiting on FD to recycle for the split, basically you reduce the range at which mobs will respond you're attack on the one you're tagging, it does not completely eliminate it, you're level will effect the agro range ( as always ), but it will get reduced by use of sneak.



It used to be that using a thrown weapon broke sneak, and you have to rehit it really fast to get this method to work ( so you needed to be sneaking again by the time the weapon actually connected meaning you needed a weapon with a pretty good range ). With the changes so that throwing doesn't break sneak, that is no longer the case, makes this a LOT eaiser to use, even with reltively short range weaopns like a shattering hammer or normal throwing stars.
A few things from this.

Yes, Ranged did break sneak before the Luclin patch.
Sneak should function like a Lull (where it REDUCES range, not completely eliminates... doesn't do that currently here).

Sneak should be useful for pulling but it should not be a /easybutton that allows you to single a mob from a pack of 10. There needs to be *some* distance between the mobs and they need to have their backs to you.

You should also have to time your throwing -> sneaking -> throwing item landing correctly. We could also use a timed throwing item fix while we are at it.
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