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-   -   Will Snare Ever Be Fixed Here? (/forums/showthread.php?t=49493)

skorge 09-23-2011 05:05 PM

Will Snare Ever Be Fixed Here?
 
Does anyone know if p99 has the ability to make snare work as intended? Right now (well as of a few months ago - took a break), the mobs do not stop in their tracks when snare is applied and they get low and try to run.

This was the whole purpose I created a troll shaman instead of an ogre shaman, because the Regent Symbol of Innoruk allowed troll shaman to essentially snare their mobs (with Clinging Darkness). I know this from classic experience playing a troll shaman to 50+ during Kunark. On this server, and other emu servers and even on Shards of Dalaya snare just does not work as it did back then...it defeats the whole purpose of the Regent Symbol of Innoruk.

So my question is, will it ever work as it did back then? Can we get this fixed or is it client side and impossible to fix?

Lazortag 09-23-2011 05:08 PM

When mobs are fleeing and snared they moved a lot slower... what's the issue exactly? What's broken?

Vidrata 09-23-2011 05:11 PM

Snare (both snare from druids and darkness line snare from necro) slow the mob down as intended. The only thing that pisses me off is that darkness snare negates root, or the other way away around, I forget as I havent had root on my hotbar in a long time.

Snaggles 09-23-2011 05:13 PM

Quote:

Originally Posted by Vidrata (Post 411504)
Snare (both snare from druids and darkness line snare from necro) slow the mob down as intended. The only thing that pisses me off is that darkness snare negates root, or the other way away around, I forget as I havent had root on my hotbar in a long time.

They fixed that in velious giving snare and root two different spell effects. I think it will be changed as well on P99.

Aadill 09-23-2011 05:14 PM

he's referring to the fact that running mobs don't stop in their tracks at low hp, i imagine.

Snaggles 09-23-2011 05:16 PM

Quote:

Originally Posted by Aadill (Post 411508)
he's referring to the fact that running mobs don't stop in their tracks at low hp, i imagine.

True. I noticed that as well.

Frankly the root/snare combo is more bothersome. The stopping in their tracks would give druids/rangers more usefulness though. It's annoying.

Aadill 09-23-2011 05:20 PM

basically runspeed is currently too fast and mobs are able to negate snares. if you slow it down or increase the snare % it would probably fix the issue (but possibly break pvp)

Hoggen 09-23-2011 05:24 PM

Additionally, when a mob was snared, it would not reset until snare broke if a nec or SK would FD. That doesn't happen here. Mobs walk back to spawn point full speed, snared or no.

feanan 09-23-2011 05:28 PM

hey, at least the target ring is gone! and spell sets!

amiright?

Kassel 09-23-2011 05:44 PM

Quote:

Originally Posted by Aadill (Post 411508)
he's referring to the fact that running mobs don't stop in their tracks at low hp, i imagine.


But they do, i root rot all the time when i am bored (mostly SF's when i can not quad them) and typically 1 root will last 85-90% of the mobs health, the mob will start running then i click my ES Gloves to snare them, once it hits the mob stop and i run up and practice my 2hb and hope for my fun AE proc from my hiero crook. I must have done this 100 times in the last few months.

That being said i am not sure if i understand the OP's issue. Perhaps the lvl 1 darkness line does not reduce run speed to 0 unlike a lvl 1 snare.


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