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#71
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#72
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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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#73
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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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#74
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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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#75
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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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#76
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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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#77
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#78
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It sucks, just like extreme exp loss but it's what we signed up for! | |||
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#79
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Last edited by Slave; 04-27-2012 at 07:18 PM..
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#80
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This discussion is also going on in bugs forums, every single thread peopel keep insisting "mobs are runnin super speed seleos etc etc etc ". its a matter of perception imho.
We all know mobs are faster on p1999 at normal speed than live. pull mob and it look like a olympic sprinter now add sow to the mix mob look like they on super dose of speed. only real thing that has changed is that mob are turning away sooner <not so brave as before> since mobs are faster at normal speed peopel PERCIEVE that mobs are running away faster. Technically these comments are tru since they are faster than priror to patch , but if you react quickly you can still chase after them and keep up with them. In the dungeons i have done this mobs tend to move alon straight lines of hallwasy I understand in the open mobs are moving erraticly when running away at low health. I have expierenced this , and it does make it harder for pc to keep up when mobs are changing directions all willy nilly. Here is my expierences in solesk eye which i post in bug forum ------------------------------------------------------------------- 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 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 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 me 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 <for this server > 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 07:10 PM..
Reason: cleaned up some sentences and grammer
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