#41
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#42
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This is obviously intended as a stealth buff to rangers.
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#43
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I remember it being somewhat important to have a snarer in any indoor group. I can recall being forced to evac because an unsnared mob ran. Obviously something is wrong if you are unable to outrun mobs when you have sow or unable to strafe outrun mobs in noobie zones, but mobs not running until they are super slow I am pretty sure was not classic.
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#44
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No recollection whatsoever of running around outdoors zones chasing willowisps that ran around at the same run-speed as players did. No offense to the devs but this here looks all kinds of bonkers, and feeling quite sorry for the melees trying to grit their teeth to slay em gators in oasis.
So for all you poor ogre warriors out there, go to your Everquest folder, change files combattheme1.mp3 and combattheme2.mp3 to copies of this here more appropriate new combat theme.
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Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
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#45
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#46
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was in sol b an Kobold were nearly dissapearing , even with 2 necros darking we had to run 2 necro pets, Me Shm pet ,an a mage pet just to keep up with the mobs they would book it faster than a bard, even snared, would just take off an pets are only thing that can keep up when they move at the speed of light, trains an wipes inc...this is intended?
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#48
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I dig the running mobs, but they do seem a bit faster than I remember.
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#49
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Yea, running mobs is fine. But they broke the run speed. They pursue one hell of alot faster when your running and they run at damn near a sprint when running from you. Really needs to be fixed.
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#50
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I did not realise how bad this was until I tryed playing a low level melee ... WOW ,.. was that annoying ....
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