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#1
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I wanted to add this to the recollection, and make it a bit more complex.
The 4 mob limit was per player on aggro list. Thus if 6 gob had 6 players on their aggro list all 6 could hit any PC they chose up to and including all 6 on one PC. So, when you trained out of Guk, if you were solo, you wouldn't have a bad one. But if a whole group bailed, shared aggro, you could have a 30 frog train of doom beating the crap out of everyone. Hence, you could pull more than 4 mobs to your group and have all of them in camp, not just 4. Soon as one added aggro to another PC, another frog could shift in. Healer casts a heal, ench stuns/mezzes, etc.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#2
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I remember this and it was still live well into Luclin. As an enchanter (which I didnt roll until after Luclin launched), I would chain pull for my dungeon groups. If I pulled more than 4, the additional mobs would run away from the group until another player was on their hate list. One of the reasons I remember this is because I was discussing it with a group mate. He thought I was crazy when I told him it was limited to 4, so I purposely pulled 6 and told nobody to assist me. I brought them all back to our camp and showed him. Lo and behold only 4 attacked me while the other 2 ran off... as if they were low HP. It was real apparent because as soon as I would mez one, the runners would come back. Once the 5th mob got into melee range, with the 3 active and 1 mezzed mob, the 6th would run away. With a group, it wouldn't last all that long with heals, etc, but it was real apparent on the pull.
I can see how many players may not have experienced this, especially if grouping with a monk who splits pulls. | ||
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#3
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You guys are exactly right, forgot about all that
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#4
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I was just talking about this the other day but couldnt remember if it was part of classic EQ or if i had a hazy memory from some strange EQ2 mechanic
I def remember this mechanic tho and I never played a min of Luclin so if it was part of EQ it was in the original trilogy. I think though it can be exploited so people back in the day maybe didnt go super creative in ways to use this to their advantage and simply focused on leveling 'properly' | ||
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#5
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Another caveat!
Unless the player was sitting.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#6
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Mob's ability to aggro by proximity would kill Chardok AoE as well.
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#7
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#8
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I remember a patch note or developer note being released at some time (I think it was PoP) where they changed something to prevent wiz AOE groups in Sebilis because it allowed them to gain AA's faster than intended but I can't find it. At some point the 4 mobs max limit was removed, I'm just having trouble finding out when that happened (i strongly suspect we're past that point in the time line already).
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Baalzy - 57 Gnocro, Baalz - 36 Ikscro, Adra - 51 Hileric, Fatbag Ofcrap - 25 halfuid Red99 Baalz Less - Humger, Baalzy - Ikscro If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it. Picture courtesy of azeth | ||
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#9
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I did AE groups in Sebilis during Velious and Luclin. This does not ring true from my experience. Also crushbone trains would be huge during my experience on live - way more than 4.
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PHENOMENAL COSMIC POWER!
{in an itty bitty living space} 60th Gnomish Wizard LFG! | ||
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#10
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chello
I also remember the 4 mob root limit nilbog. I couldnt find any post to support it though personal memmory only Chiming in on the 4 mob limit attack one person. This is also how i remember , at some point it was changed i have no information about when this was though. I remember distinctly with my druid and paladin soloing having only 4 mobs being able to attack me. The 4 mob limit was fluid. if i had 5 mobs on me one would not attack but if i rooted one and back away the 5th one would become the 4th to be hitting me. I also remember that once more people where on hate list any extra above the 4 mob limit , would turn and engage next person on hate list. Root crowd control was important to control these situations.
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------------------------------------------------------------- Nilbog: " I'll keep making classic changes when I can, regardless if people threaten to quit. I'm here to recreate classic eq; not to make people happy." | ||
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Last edited by Buellen; 02-12-2014 at 10:08 PM..
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