Thread: Game Mechanics: Mobs don't flee as intended
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Old 04-25-2012, 01:55 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
Posts: 3,237
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Quote:
Originally Posted by Slave [You must be logged in to view images. Log in or Register.]
You don't pay much attention do you? Again and again, the developers have consistently fallen on the side of nerfing the players rather than being Classic.

Mob run speed? Not Classic.
Variance in raids? Not Classic.
Pet items returned? No
Bards on Red? Totally nerfed.
Charm? hahahaha
etc
etc
etc

In short, DUDE WHAT GAME ARE ***YOU*** PLAYING?!?!
First, reread your two posts. Treats is 100% on that you have a really entitled attitude towards a bunch of people that are doing this in their free time. To quote Dragnet, Just the facts, ma'am.

Second, I do tend to kind of agree with you on the substance of things, but I don't know whether it's good or bad. The problem is that Classic EQ has a number of things that are borderline exploits, and everyone knows them. On Live when these things were discovered, Verant would promptly . . . I hesitate to say "fix", but change them, because the game isn't supposed to be trivial.

The biggest one to me currently is invis/hide preventing social aggro. This more than anything is the root of all the bullshit that people do which makes this game 10x more trivial than it was intended to be (I use these tricks whenever I can) because as soon as you can get the mob you want aggroed on the guy you want with invis, he can just run it anywhere in the zone.

But yeah, I would like to see the devs fix a few things back to classic like getting weapons back from charmed pets, charm pet aggro not transferring to the owner on a charm break, linked respawns instead of variance, etc. I understand the mentality but I think there aren't that many things which are so broken that they need to be intentionally nonclassic.

Wow what a ramble.
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