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#1
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I would just like to say on live, jboots were an entirely viable option for wizards to quad kite with..now jboots are basically good for one thing..running away. The time it takes for jboots to distance you enough to cast a spell is significantly longer than it was on live.
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#2
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OK Honestly, I never played a kiting class, so while run speeds may seem to work for getting away from mobs (its good), maybe it does need some tweaking to fix kiting.
I could see why people would be upset at this, and it should be fairly obvious if this is the case (plenty of people should be able to confirm this?). | ||
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#3
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Mob run speed is absolutely faster than in classic live, and anyone who denies that must not have been around to experience it first hand. It's true that mobs run so fast that even if you get a lead it is very difficult to get a spell off before they reach you even if you cast at the absolute maximum range. It was never like this before. I kited Martar and Karg in Everfrost for a few levels and even with Sow I had to literally run halfway across the zone using the strafe method to gain enough lead to recast a spell.
It was definitely not this bad on classic live as I played from Beta onwards. The other thing that makes this worse is that mobs seem to cut corners more on this emu server so they make up even more time. They cut through walls, rocks and a lot of other things in their way that you have to navigate around so they always take the fastest path. Now knowing this the question is should it be fixed? There is no doubt in my mind that mob speed is faster but whether or not it has to be tweaked isn't our call. People are leveling just fine and at a faster rate than ever so no need to make it too easy. I'd just be happy to once and for all put it to rest so at least we can hear acknowledgment that mobspeed is indeed faster even if they don't plan on fixing it. Almost every new player on the server I've talked to says the same thing.. "Why are mobs running so fast on this server?". It's not like everyone is having the same false memory, it's pretty clear that old school players know full well that something is different. | ||
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#4
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Maybe instead of trying to adjust the base speed for everyone, they can look into adjusting the effects of spells like sow and snare. just my 2 cents
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#5
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Quote:
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#6
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The thing that threw me off was people talking about not being able to get away from mobs.
In live, if you just ran at normal speed away from a pursuing mob = death. In live, if you strafe run at normal speed away from a pursuing mob = life. This is exactly the same as it functions here. I have been able to successfully get away from mobs using strafe run on this emu enough times to know that it works. However, there is enough play between normal run speed and strafe run speed that something could still be amiss. The issue is mob run speed, and it looks like it needs to be adjusted downwards a tiny bit. However, if the increments of adjustment possible are so large that if they adjust it down by one notch and people are suddenly able to get away from mobs at normal non-strafe runspeed, imho kiters have to get used to running larger circles and/or adapting where they can kite on this emu. It would be a much larger problem if people could just get away from pursuing mobs with autorun. | ||
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#7
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Quote:
Unfortunately so many things were added to the game that by the time I quit EQLive nobody ran at normal run speed post lvl 25. So many classes had spells or illusions that effected run speed, people had jboots, run speed AA's, clickie items, potions, you name it. I think that's clouding some people's memories of how things were on live. Those enhancements weren't just added to the game to decrease travel time. They were also added as survival tools for characters, and I think many have forgotten this. The main reason the strafe running glitch is common knowledge is because people HAD TO use it to survive certain situations. | |||
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#8
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Quote:
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