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#1
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![]() The changes in MOBs fleeing now requires melee chars to follow said mob and hit it. The second patch slowed their run speed to they can be caught up to. But now it is hard as hell to hit them. Very often I either can't see the mob or I am too far away, even though I am doing my best to be right at the sweet spot while they are running away and changing course. Pleas note that many of the times I see one of these messages, I seem to be exactly at the right spot to hit it (the client shows this anyway) but there maybe some disagreement between server and client predictive calculations. We might have a problem here.
I am just wondering... maybe MOB hitbox size was fine before but now perhaps it needs to be made a little larger to retune things to be properly playable? Devs?
__________________
~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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Last edited by mwatt; 04-23-2012 at 04:05 PM..
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#2
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![]() To be honest i obviously haven't played in a long long time, but I always felt as though certain mobs felt like they were "Belly Casters" but in terms of melee range... "Belly Melee"....
As far as I can remember a lot of Sky stuff felt like this, in addition to Cazic Thule & the Dragons. Just felt like there truly was a "sweet spot" you'd have to be in, regardless of distance between you and the mob. | ||
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#3
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![]() hit hitboxes on fleeing mobs are retarded small
I've been playing my friends rogue while he kites on his necro, and I have to damn near be inside the mob, within a margin of 1cm of its asscrack, just to land a hit. I played a rogue all through live so I've spent my fair share of time behind mobs, and I never remember it being so small. It could just be certain mobs though, The hafling guards werent that bad, but doing spirocs its terrible. | ||
Last edited by senna; 04-23-2012 at 04:42 PM..
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#4
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![]() Quote:
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#5
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![]() Attack from the side of the mob. Not sure why, but its much easier to reach the hitbox of a moving target from the side.
Doesn't address the ridiculous run speed though. | ||
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#6
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![]() I feel the same exact way -- I remember fear/kiting was pretty viable on my monk back in live. Pretty much hitting it continuously through fear?
I have jboots and literally once intimidation goes off I might be able to hit the mob 1-2 times. I'm not really sure what the reason is. Like swing check always fails? It's odd though cause usually my special attack (kick/dragonpunch/whatever) I can get to go off when I'm close to mob for a hit, but weapon still won't hit. I've tried everything -- hugging right on mobs ass, running a little in front letting it come through me, hitting from the side. I've yet to find a way to hit mobs that is effective - and it's worse now that we're all forced to try to figure it out as soon as he starts fleeing. | ||
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#7
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![]() (mob)
- -(you) | ||
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#8
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![]() Quote:
I wish I could +1 the above quoted so much.
__________________
"Everything can at all times be stated, for it will always be understood by those who are able to understand."
- Eliphas Levi | |||
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#10
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![]() Just tried to solo in lguk (like I had done plenty of times before) on my monk...... after 4 mobs, I nearly died 4 times, and had to even FD before the mob died on 2 of them. I have to literally hump the mob to hit it, and even timing flying kick to right as it runs doesn't take it down anywhere enough to get it to slow down before it runs into another 5 mobs. My days of soling in lguk have come to an end...... for now.
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