Thread: Game Mechanics: Mobs don't flee as intended
View Single Post
  #3  
Old 04-22-2012, 02:40 PM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
Posts: 381
Default

Soloing was possible without snare both in Sebilis and in Sol B. The trick was to leave enough room for you to kill the mob before it spread aggro. Pulling up the zone in ramp in Seb, or to LS zone in Sol B would pretty reliably allow my monk to kill fleeing mobs.

The actual mechanic of mob fear seems to be at least part of the issue here. On live servers, it was possible to chase mobs under the effect of fear/intimidate/instill doubt and hit them maybe half the time. On this server, mob flight is too fast / too erratic.

By comparison, fear'd mobs on Red99 simply cannot be hit by melee. Server latency and client range checking pretty much guarantee that mobs will be too far to hit.
Last edited by Vohl; 04-22-2012 at 02:52 PM..
Reply With Quote