Thread: Game Mechanics: Mobs don't flee as intended
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Old 04-25-2012, 05:11 PM
Vohl Vohl is offline
Sarnak


Join Date: May 2011
Posts: 381
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
So your disagreement is shaman mob x can sow himself in a dungeon. But he can't run by warrior mob y and sow him???

That is also wrong... They buff everyone they want to :/.
I'm honestly not sure about SoW being cast on other nearby mobs. Shaman mobs casting SoW on themselves indoors was classic, which made pulling painful at times. I don't recall if non-shaman mobs could keep up with a puller who was banging on the space bar like a monkey when running back to camp.

Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic.

Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers.
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