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#1
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Quote:
I really don't remember this to be classic or any version of everquest for that matter. | |||
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#3
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Just spent the last 5 minutes chasing the same green goblin in Highkeep. The pathing direction changes are pretty ridiculous as well.
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#4
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Fleeing at 15-20% is correct to how live was, flee speed tho is way off. The reason its like this was during the early times of this server they messed up pc speed on run where mobs weren't hitting PC correctly, and to correct that they upped the speed of mobs to x2 or something, making the mobs slightly quicker then PC normal speed (IMO should have just upped the NPC hit radius). Hell if you look at the pathing mobs at the moment there walk speed is super quick already. Then when the NPC buff sow on those they turn run animation even tho they are walking.
If i remember correctly on live, they flee at snare speed, and when you snare them they almost stop speed. Lets see what happens over the next week if this is going to be corrected, /fingers cross | ||
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#5
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Hopefully Sunday's tend to be the day that things are patched on the regular. I can't bring myself to logging in again until we got some kind of fix on our hands.
The code has got to be pretty complex so I understand it takes a while to fix what went wrong with the last patch, so I'm trying to remain optimistic about how things turn out and I hope it is fixed sooner than later. | ||
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#6
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Have the devs even stated weather or not this is working as they intended, We might be holding out or something that will ever come
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#7
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Yeah, making the flee speeds equal to live makes sense only if they adjust the mob's normal run speed equal to live and if the hit box issues have been fully addressed. To my knowledge this is not the case and so they really should be compensating for these issues to equal out the difficulty.
I know that the flee speed before the patch was too slow but now it is too fast. It's good to see that there is now a need for snaring classes in groups but as it now stands, things are way off.
__________________
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Fearstalker - Enchanter Guild Leader of <Taken> ----------------------- | ||
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#8
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I've always wondered about snare here. I played a druid on live for years, and on there a snared mob would turn it's back and stand there when in flee mode.
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#9
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This change was a huge gift. Stuff fleeing at 20% makes soloing a lot easier for melee since the mob doesn't fight you as long - I'm soloing a lot more efficiently on my mid-20s melee chars than prior to the change.
I don't see anything abnormal - the mobs initially (from like 20-10 percent) flee at basically normal speed, after 10% they slow some, but with snare they do stop dead in their tracks. Seems to me like the changes are spot on w/ live. | ||
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#10
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