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#11
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![]() Quote:
*Edit* besides mine being AoE and costing 60 more mana | |||
Last edited by formallydickman; 05-11-2012 at 01:43 AM..
Reason: Because it really isn't as good as a druids..
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#12
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![]() They ran in classic but not before their health was reduced to the point where the speed was reduced
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Viro Filiolus level 35 Half-Elf Paladin
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#13
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![]() I don't remember any mobs ever fleeing (unless feared) at "full speed" in classic. By full speed I mean still playing the normal run animation for the mob instead of the walk animation. Are mobs actually running that fast? I haven't seen any do so yet.
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#14
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![]() who sowed all the mobs in the game?
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#16
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![]() Runspeed on fleeing mobs is fucking retardedly broken lmao
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#17
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![]() I just hit a shaman down to 24%, he healed himself to 50% and ran with sow speed.
What the ****. GMs, please fix this already. Things don't run this early.
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I have retired from the cap making game.
Teddee Bearfoot - 60 Halfling Warrior Hehateme - 60 Iksar Monk Freddee Bearfoot - 60 Halfling Druid Spooee Bearfoot - 60 Halfling Cleric <Gravity> | ||
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#18
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![]() Ok so I see what people were talking about. I was soloing a drolvarg sentry in KC and at about 22% he fled, except it was playing the actual RUN animation as he ran. AFAIK every mob has a walk\patrol and a run\pursuit animation. I definitely don't ever remember any mob in classic ever fleeing with the run animation unless feared with a substantial amount of HP remaining. Why was this change made? Or rather, based on what evidence that it is in fact classic?
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#19
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![]() Quote:
/sigh | |||
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#20
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![]() Quote:
Soloing a Paladin in LGuk on live I had to fight sword and board despite the inferior DPS so that if root broke at a bad moment I could instantly bash for a stun to buy time to recast root. Greens ran early and often and ignored the presence of allies, as they do here now. The only complaint I have is xp-giving social mobs fleeing despite having allies in the fight (I'm looking at SolA goblins), which I do not recall happening on live. | |||
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