Project 1999

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-   -   Mob Flee Speed (/forums/showthread.php?t=77004)

skorge 06-16-2012 04:22 PM

Mob Flee Speed
 
Just logged back in, after being out for a few months...was killing a mob, and then I was like wtf was that, when the mob started to haul ass when he was fleeing. So I came on these boards and saw they changed it to this. Really? It wasn't this way in classic, why did they do this?

I don't want to bash anyone because this server has done some great things but why this? I hope this gets fixed. How do you guys deal with it?

Namegen_Isterrible 06-16-2012 04:31 PM

Mobs only flee FAST if they have sow and/or if they are at 19% hp. If you hit them down into the lower teens (and especially if you hit them down under 10%), their flee speed slows down significantly.

It is actually very easy to stay on the ass of mobs now as opposed to before last night's patch. Now mobs stop and pivot in place when they are going to change directions, so you have a change to hit them when they're still AND you know which direction-ish they are heading in next. 24 hours ago mobs would instantly change directions, pingponging off (or through) walls and stuff.

Danyelle 06-16-2012 04:36 PM

I can attest mob flee speed both with, and without, movement enhancement/reduction spells is the same way on Live today as it is on P99 now. And while that may scream "omg Modern, no wonder! Kill it and all cats because they suck!", I can find no patch notes indicating the run speed of mobs while fleeing has ever been universally changed and I do seem to recall Classic mobs being like this back in 99 as well. Seeing as I spent much of Classic-Velious in Blackburrow killing greens, I should be well aware at what speed mobs turn tail and run from you at :P

So I'm inclined to believe that, not only did mobs flee at this speed during classic, but they still do. And I'm willing to log on Test and obtain FRAPSed proof if necessary.

nego1620 06-16-2012 04:48 PM

I was thinking the same thing, but since I just started on this server I kept telling myself that maybe my memories of mob fleeing in Classic were just too faded at this point to recognize.

Razdeline 06-16-2012 05:04 PM

They DID flee this fast, always have and always will. Snare was almost required back in this era. Get your facts straight.

Razdeline 06-16-2012 05:04 PM

BTW kudos to devs for actually bringing this back in.

Messianic 06-16-2012 11:07 PM

If mob run speed is off, it's not off by much - and once you get them down below 15 or so, it's no biggie.

I'm just glad they fixed mobs to flee at 20% instead of like 7-9%...makes fights a lot easier and more efficient, particularly with snare.

Hitpoint 06-17-2012 01:00 AM

This is pretty much classic.

nilzark 06-17-2012 02:33 AM

This is supposed to be a challenging, difficult, group-requiring game, not some ez-peezy, 6-boxing, boring, instant gratification snooze fest. :)

Stykos 06-17-2012 09:59 AM

Yeah I've had mobs run at 19% and pull more aggro. After zoning a few times it's made me step up my game tbh. Nobody plays EQ because it's easy!


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