Quote:
Originally Posted by baalzy
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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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This deserves quoting. Snare was definitely something that was sought after in non-undead type dungeons back when I was playing. Not essential exactly but you did need to have a plan for fleeing mobs. Here I have never worried about it.