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  #51  
Old 04-27-2014, 10:13 PM
Supaskillz Supaskillz is offline
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Any specifics on what changed with hide/sneak?
  #52  
Old 04-27-2014, 10:26 PM
Vega Vega is offline
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Quote:
Originally Posted by Supaskillz [You must be logged in to view images. Log in or Register.]
Any specifics on what changed with hide/sneak?
Guessing Haynar's responses at the end in here:

http://www.project1999.com/forums/sh...=127183&page=3
  #53  
Old 04-27-2014, 11:41 PM
Telin Telin is offline
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Quote:
Originally Posted by freez [You must be logged in to view images. Log in or Register.]
The way i remember from live, is if you had say 4 arctic wyverns snared being kited, and one falls low enough to trigger the RS change, it should be at the value where it stops completely.
This sounds correct. I used to quad a lot of spirocs, hill giants, spectres, snow cougars, and wyverns and never remember having to deal with slowing mobs when they were low. That would cost a lot of extra mana to finish them off. These Spirocs are all still lined up despite being low on health:

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Last edited by Telin; 04-27-2014 at 11:50 PM..
  #54  
Old 04-27-2014, 11:44 PM
ymw ymw is offline
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It's not that they're fleeing, it's that they're changing speeds to a few different rates as they get low. If you have a quad of varying levels and one nuke drops them to 30, 25, 20, and 15, they keep chasing you, but at 3-4 different speeds. Quad broken.
  #55  
Old 04-28-2014, 01:21 AM
jonesy215 jonesy215 is offline
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Quote:
Originally Posted by srgraham69 [You must be logged in to view images. Log in or Register.]
Haynar: Mob runspeed revamp to be more accurate to classic. Speeds will also vary with changing HP more like classic was.

This seems to cause an issue while quadding in TD, if mobs get lower health than others their speed change makes the group begin to break up. Don't remember this being an issue on live, but I could be wrong.
>>>>

I have noticed this as well. Being a wizard I have been quadding raptors and seafurries and the change in run speed causes the group to break up making the mobs no longer close enough together to finish off with the last AOE. By the time you get to that point in a quad you don't usually have the mana to finish them off with individual nukes. Seeing how wizards have a terrible time getting groups and now quadding is near impossible this leaves wizards at a HUGE disadvantage. What is the point of all the quadding spells if you can no longer quad?
  #56  
Old 04-28-2014, 04:30 AM
spee2k9 spee2k9 is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I am gonna change it to this. Not liking how the changing is working out while persuing. Definitely does not feel right.

H
Thank you Haynar! Please Please make it soon! Kiteing was never this hard on live!

Peace! [You must be logged in to view images. Log in or Register.]
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  #57  
Old 04-28-2014, 09:16 AM
Erati Erati is offline
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'Mask of the Hunter' lvl 60 druid spell could use a quick hotfix ...

not sure why it is dropping after each zone.
  #58  
Old 04-28-2014, 09:22 AM
Daldaen Daldaen is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
'Mask of the Hunter' lvl 60 druid spell could use a quick hotfix ...

not sure why it is dropping after each zone.
This also... While you're fixing that spell I've had a longstanding bug report regarding the Magnification part of the spell dropping on zoning:

http://www.project1999.com/forums/sh...d.php?t=138504
  #59  
Old 04-28-2014, 02:21 PM
MilanderTruewield MilanderTruewield is offline
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Every time I log in or zone, I now get a "You have joined Knights Who Say Ni" message. I already knew this, don't need a reminder :P
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  #60  
Old 04-28-2014, 02:31 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
'Mask of the Hunter' lvl 60 druid spell could use a quick hotfix ...

not sure why it is dropping after each zone.
Tis a good question.
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