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  #1  
Old 04-22-2012, 03:26 PM
Mockba1980 Mockba1980 is offline
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Best example of amazing flee run & uber haste mob is Mistmoore.
Please come on Dev & Admin ! [You must be logged in to view images. Log in or Register.]
  #2  
Old 04-22-2012, 04:13 PM
Bwils Bwils is offline
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Flee is broken they are running like sow speed. I can't even catch up to them. Can't lvl in a dungeon with out a snare atm.
  #3  
Old 04-22-2012, 04:15 PM
Akim Akim is offline
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my take-away.
the spell fx is great.
roll-back ooc or add global auction.
fix flee speed?
great work!
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  #4  
Old 04-22-2012, 04:35 PM
Spudsy Spudsy is offline
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I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.
  #5  
Old 04-22-2012, 05:01 PM
Asher Asher is offline
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Quote:
Originally Posted by Spudsy [You must be logged in to view images. Log in or Register.]
I haven't experienced the flee fix, but it definitely WAS too slow. I don't remember it being this way in every dungeon but in seb on live release an unsnared runner was pretty much the most dangerous thing to a group.
When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher
  #6  
Old 04-22-2012, 05:03 PM
Spudsy Spudsy is offline
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Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
When mobs ran faster it was because they had SoW. For some reason mobs could cast it in dungeons while PCs could not.

Asher
They have sow here too, but they still (used to) flee slow.
  #7  
Old 04-22-2012, 05:05 PM
Asher Asher is offline
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Quote:
Originally Posted by Spudsy [You must be logged in to view images. Log in or Register.]
They have sow here too, but they still (used to) flee slow.
I guess slow is relative. IMO, the flee speed is fine.

Asher
  #8  
Old 04-22-2012, 05:17 PM
Spudsy Spudsy is offline
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Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
I guess slow is relative. IMO, the flee speed is fine.

Asher
The frame of reference is live and the flee rates weren't right with respect to live. Sow'd mobs running unsnared should take off like a rocket. Leveling an Sk there, I typically only got groups as a snarer and I got VERY familiar with the duration after wiping a group or two due to snare falling off just as the mob ran. I remember fighting mobs in very specific spot where they'd get social agro through walls to avoid mobs running. It was a really big deal on live and it's not here. I'm not commenting on what makes for a better game, only making a comparison to classic.
  #9  
Old 04-23-2012, 06:02 PM
Turp Turp is offline
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Quote:
Originally Posted by Asher [You must be logged in to view images. Log in or Register.]
I guess slow is relative. IMO, the flee speed is fine.

Asher
We had to run 4 pet classes in Sol b to keep up cause a human player could not, Even Darkness snared mobs would take off at near light speeds, Faster than a selo bard an even why under 20% health an snared would just book it an dissapear
  #10  
Old 04-22-2012, 04:45 PM
Asher Asher is offline
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Quote:
Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
[*]Kanras: Faster NPC flee speed.
Gonna have to call BS on this one.

Mobs didn't flee faster during classic and if you insist on leaving this in the least you could do is fix snare so it works properly. Snare should stop a mob in its tracks as soon as it tries to run.

Asher
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