If you wanna talk more about mechanics that they don't fix but people know don't work correctly. Let's talk about mobs that run in general.
Basically, most mobs don't run when they should, this makes snaring a mob in a dungeon setting not really that big of a deal because the mob dies 3-4 seconds after it starts to flee anyways. Mobs used to start running as early as 18% most of them time when they could still flee at max speed, snaring was an essential part of preventing trains. Since snares are't hugely required, this has made it harder for rangers/druids to find good groups since that's the one piece of utility that they can really provide that is more difficult to get out of a pure class.
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Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid
Red99
Baalz Less - Humger, Baalzy - Ikscro
If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
Picture courtesy of azeth
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