![]() |
#12
|
|||
|
![]() k hope it ain't related to this
ya'll have a blest one | ||
#13
|
|||
|
![]() Run speed is a topic that if changed too much to be like classic will cause a huge outrage on these forums like when run speed was originally fixed, i know on eqmac last year in crushbone and other zones, mobs were running like mad if they werent snared, they were running like 30% faster then they do here. I remember having a snarer in a dungeon was crucial because of this back in the day, but if made to even match eqmac there would be a huge backlash
| ||
#14
|
|||
|
![]() I don't think run speeds are too far off. I definite to recall snaring being a far more necessary tool in dungeons. That may have been due to the fact that mobs weren't facing well composed groups with multiple DPS classes in classic and instead a group with a cleric tank and 4 support classes without a wiz or rogue.
Rhinos in OT and Raptors in TD do run too fast for their model I think however.
__________________
| ||
#15
|
|||
|
![]() Rhinos in OT are exactly same as what EQLive has. Thats what their speeds are based on.
TD raptors were overadjusted. H
__________________
Haynar <Millennial Snowflake Utopia>
| ||
#16
|
|||
|
![]() Run speed looks okay to me. I only remember mobs running fast if they were sow'd. I have camped frenzy a few times (so mob isn't sow'd) and the mobs do walk away pretty fast, sometimes faster than I can get off a root. And then places like Crushbone get crazy when a mob runs away because they run off fast as hell (not sure if sow'd or not).
__________________
Scrubosaur - Necromancer
"Living my life 6 seconds at a time." - Unknown | ||
#17
|
||||
|
![]() Quote:
| |||
![]() |
Thread Tools | |
Display Modes | |
|
|