Thread: Game Mechanics: Mobs don't flee as intended
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Old 04-25-2012, 06:34 PM
Daldaen Daldaen is offline
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Join Date: Jun 2010
Location: Kedge Keep
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Originally Posted by Vohl [You must be logged in to view images. Log in or Register.]
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.
Melee classes group
Caster classes solo

Its pretty simple IMO. Who has more DPS... A rogue / monk... or a wizard / necro in a group? Melee are the clear choice for sustaining DPS, and they generally get picked over casters for an open group slot.

That, in my eyes, is the trade-off. Soloing as a melee class isn't supposed to be easy, or even doable.

I honestly don't remember melee soloing much at all in classic. Partly because of internet being bad and such, and not everyone's monk having a fungi etc... but I think a big part of it was also this running thing.


The zones I've been in since patch haven't really had runners + I snared everything so I haven't seen the extent of it, but I definitely recall mobs in most dungeons running away quicklike causing some fun trains.
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