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#1
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![]() So I noticed when I pull multiples, then FD and wait for them to walk back to sneak pull one, they don't walk back anymore. I feign, and in succession the mobs turn, stand still, then warp part way back to their spawn. This makes timing the pull and being in throwing range very difficult as I can't really judge where the mob will be and when, or if others are still being judged server side to be near each other so I still get multiples.
Mobs used to smoothly turn around and walk, making judging accurate for picking one off. | ||
#2
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![]() also experiencing this when fear kiting as a shadowknight and bash the monster it warps for a second.
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#3
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![]() This also occurs a bit on death walks when a snare/root wears off. Had a mob snared with the low level bard DD/snare. It stopped moving. Snare wore off and the mob literally teleported out of melee range a ways.
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#4
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![]() With the recent patch, I've noticed mobs slightly warping around while wandering their normal paths, particularly in kurn's tower. Where they make 90 degree turns, they sometimes will continue walking w/o turning (e.g. into a wall), then a couple seconds later, warp to where the server expects them. Lag is normal at 100ms and no packet loss fwiw.
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#5
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![]() I will have to test if the other fixes for mob movement fixes this. If not, will put a fix together.
H
__________________
Haynar <Millennial Snowflake Utopia>
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#6
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#7
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#8
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![]() Doesn't seem to be happening to me now. Was it fixed this morning?
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#9
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![]() Quote:
__________________
Haynar <Millennial Snowflake Utopia>
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#10
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![]() Great thanks!
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