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Old 04-27-2014, 10:32 AM
Quineloe Quineloe 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.
If that's the case, not classic. I quadded a lot on live back then, and mobs always ran the same base speed if they were after a player, regardless of health.
  #2  
Old 04-27-2014, 10:39 AM
srgraham69 srgraham69 is offline
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Quote:
Originally Posted by Quineloe [You must be logged in to view images. Log in or Register.]
If that's the case, not classic. I quadded a lot on live back then, and mobs always ran the same base speed if they were after a player, regardless of health.
gets especially difficult when u group mobs of different HP such as the regular raptor with viscous
  #3  
Old 04-27-2014, 10:43 AM
winko winko is offline
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Default Quad-kiting broken

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.
Confirmed, I saw that quadding raptors, at low health the run-speed changed which broke apart the quad. This is definitely not classic as I experienced it. Same behavior happened in DL with drolvargs.
  #4  
Old 04-27-2014, 09:52 PM
freez freez 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.
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.
  #5  
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..
  #6  
Old 04-28-2014, 05:02 PM
Nirgon Nirgon is offline
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Quote:
Originally Posted by Telin [You must be logged in to view images. Log in or Register.]
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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I had to pick them off when they got SUPER low health sometimes. For sure.

But I'm talking LOWWW hp.

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
The pras bucket runneth over.
  #7  
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?
  #8  
Old 04-27-2014, 10:23 AM
fastboy21 fastboy21 is offline
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charmed pets pathing seems wrong when i hit guard in kc atm...mob going back to spawn instead of staying where i hit guard.
  #9  
Old 04-27-2014, 10:45 AM
maximum maximum is offline
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Quote:
Originally Posted by Rogean [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.
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  #10  
Old 04-27-2014, 12:03 PM
Dirtynads Dirtynads is offline
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Tried to Quad Spirocs in TD was a major fail...couple mobs resisted and all 4 broke up at diff speeds. I would agree that kiteing is almost impossible atm.
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