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#31
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Quote:
Keeping things general, my complaint is that melee class solo capability - what little there was in classic EQ - was obliterated by the last patch. The actual details as to why are not exactly clear, but it boils down to a PC being incapable of catching up with or luring back a fleeing mob the way that these classes were able to in classic. Whether this is due to SoW, pathing, low HP run speed, the % HP at which a mob ran, or something else remains to be seen. My guess is that it's a combination of run speed and HP% total at which mobs run away (in other words, devs swung the pendulum too far with this patch). Classic EQ did have a number of "how to" articles including solo tactics 1-50. I'll be trying to track down and post about these articles in the hope that they lead to productive change on both servers. | |||
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#32
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Quote:
Caster classes solo Its pretty simple IMO. Who has more DPS... A rogue / monk... or a wizard / necro in a group? Melee are the clear choice for sustaining DPS, and they generally get picked over casters for an open group slot. That, in my eyes, is the trade-off. Soloing as a melee class isn't supposed to be easy, or even doable. I honestly don't remember melee soloing much at all in classic. Partly because of internet being bad and such, and not everyone's monk having a fungi etc... but I think a big part of it was also this running thing. The zones I've been in since patch haven't really had runners + I snared everything so I haven't seen the extent of it, but I definitely recall mobs in most dungeons running away quicklike causing some fun trains. | |||
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#33
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Quote:
With numbers between 40 and 100 on the server, depending on the hour, finding a group is hardly a given for anyone. Lack of solo capability is a game-killer for three classes. | |||
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#34
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Current mob fleeing is not classic live behaviour. Orcs in crushbone run through walls now at sow speeds and this is not more challenging it is just silly.
I was in a group with shaman, rogue and monk and we couldn't XP. That is nonsense. | ||
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#35
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I sure don't remember the average mob running at just under jboot speed.
Asher | ||
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#36
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Was digging threw patches to find answer to another question and discovered this
September 28, 2000 7:00 am ------------------------------ *Fleeing NPCs* Last week's patch caused NPCs to flee more than before due to a bug that was fixed. After evaluating the situation, we decided to reduce the chance to flee, but not to the extent that it was reduced before. NPCs were previously much more "brave" than they should have been. As part of the same change, charmed NPCs also began fleeing when low on health. We've determined that this is not a good situation for the players. As such, we have stopped charmed creatures from fleeing per player request. ------------------------------------------------------- intentional or not p1999 devs have run into similair problem as live. I have to ask since i didnt join p1999 until about 4 to 6 months ago where the mob speed at release of server set higher or did some events on this server necesitate devs increasing mob runspeed ?? Finaly I do believe that mobs running away sooner than what they where prior to last patch is good, as that is how it was supposed to be on live. Nuesnada PS Run speed post patch can be just a matter or perception. All the players that have been playing on this server prior to this patch got use to the way mob behaved on this server at low health . | ||
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#37
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Quote:
Asher | |||
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#38
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I understand mobs run faster here but was it always like this from p1999 inception ??
I played a druid and so understand quading and did it on live , mob diffinitly moving faster< directed at standard mob movent at full health> here than on live. perception commment was directed towards mobs turning and running earlier. Prior to patch they would turn around walk slowly away. post patch they are running. Is the increased speed perception of person used to mob walking away ?? or is it standard speed who knows only the devs do since they set the run speeed of mobs and we as players do not know the mechanics involved in different run speeds through out a mobs health. Thanks for listening | ||
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Last edited by Nuesnada; 04-26-2012 at 11:45 PM..
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#39
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Mobs run when they leave - same crazy speed they have when pulled. It takes SoW to catch them, and if they have SoW, you haven't a chance.
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#40
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you dont need sow on unsowed mobs, at least not in solesk eye. clearing mobs for hq ore. i forget a couple times to snare mob and it runs as they all green to me , i was able to catch upto them if i reacted quickly and follow them. if i tried to stop and cast snare they would be out of range to fast. When i reacted quickly and the mob was not snared if i stayed in back and hit them they would drop to slower speed at about 15 to 11 percent. it was easy then to just whack them down .
if the gobos where sowed then if i forgot to snare them they would easily out run and i would have to wait for them to come back < no train as i didnt sit down> for record my perception mobs are running at normal speed on being engaged <same speed i percieved prior to patch> . Only time i see any difference in run speed is when mobs are Sowed they move like the squirle from hoodwinked on cocain. Thanks for listening | ||
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Last edited by Nuesnada; 04-27-2012 at 07:13 PM..
Reason: cleaned up sentences and grammer
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