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#1
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I wonder if I picked wrong server, is there two? The increased mob speed is so great to not have that validated immediately in this thread is a huge question mark. Case in point a 36 shaman gave me a sow in misty. Mooto and goblins agroed me. They still kept hitting me enough to kill me before the middle zone guards. 95 Agi and no I dont have walk on, 45/75 on weight list. I did a test root on green mob. I had 45 secs to run before it broke, the speed at which is caught up to me as I ran out some and sat confirms there is something unclassic about mob speed.
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#2
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#3
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I'd like to apologize for the nasty feedback I left a few weeks ago due to my anger at how mob speed is rediculously out of whack compared to original eq.
That said, yes mob speed is WAY too fast here. I had sow on AND levitate and got a 30 second head-start on a decaying skeleton. I was making a b-line for the oasis zone from North Ro. 30 seconds later sow faded. Just for grins, I adjusted the camera to see behind me. I did not get much of a lead before sow faded; and that skeleton caught up to me right before I zoned. Mind you I was in the middle of the zone; not at the coast; so that skeleton had to go up and down those huge hills while I just levitated across them. And even with a 30 second sow advantage he still caught up to me. Suffice it to say that no matter what head start you have (stun, etc); unless you have sow the mob is going to catch up to you. | ||
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#4
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#5
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I still don't understand why mobs have to run as fast as they do. I wish they'd run normal (classic) speeds... | |||
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#6
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Not trying to be critical, but this is really not classic at all. I distinctly recall telling a friend to watch his stamina so that in the event that he needs to run for the zoneline, he can jump to stay ahead of the mob. More than once I fled the killing fields of North Qeynos, Fippy hot on my heels, jumping all the way to the guards.
Now, there really is no point (as OP stated). Your going to get hit, even with SoW in some cases (low level caster), so unless you think youve got enough health to make it to zone, you might as well pick a safe place to die. The motivation behind increasing run speed leads me to believe that there may be a grudge against kiters. Or, possibly it was an effort to take out people leading a train into another group of players (they die in the process). Whatever the motivation is, however, its definitely not classic. | ||
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#7
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__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#8
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On live, mobs ran about as fast as you. If you got any sort of "jump" on them by perhaps casting stun; you would be ok. Not here; mobs are just too fast. Or perhaps my agility just sux? (not from being injured; I mean in general). Agility does affect run speed, correct? Monks would run faster than enchanters, etc. | |||
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