#11
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#12
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I don't think they would sow each other, maybe they just wouldn't sow through walls like they do.
Either way, I used to be able to kill fleeing sowed mobs just fine on live.
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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 <Vanquish> | ||
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#13
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Protip: This ain't classic.
__________________
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 <Vanquish> | ||
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#14
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lol
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#15
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I also think the initial flee speed is slightly high. I also think the mob hit box from behind is just a little bit too small. To sum up my opinion (and I know, no dev asked me for it [You must be logged in to view images. Log in or Register.] ) ... if the initial flee speed were a wee bit slower, the mobs jewked about half as much and If I could have a chance to hit them from a tiny bit further away, then mobs fleeing would be a fantastic return to one of the original attributes of battle in EQ. As it stands, it just feels a little bit wrong and is at least mildly annoying.
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~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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#16
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The Mob hit Box may be not as small as we think. I think a lot has to do with their faster run speed and erratic pathing when running like hell. Just a thought.
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Last edited by webrunner5; 05-02-2012 at 08:55 PM..
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#17
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Mob run speed is a little faster here than on live, but not so much that it really changes much. The big difference is that mobs can hit you from really far away if you're running in a straight line away from them, and people fail to notice this when it happens and just think the mobs are running really fast. Strafe away to avoid this and you'll see that they don't run that fast. It's maybe 5% faster than normal player run speed.
Mobs will SoW indoors and will cast it on eachother. They'll also buff the shit out of eachother, through walls and everything. That was the case on live as well. Gets kinda problematic in places like LGuk and Sebilis where you'll often have a dozen mob within casting range, so everything is fully buffed. If you're smart, you pull with dispel. Might knock haste and cleric hp buff off the mob. | ||
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#18
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Also, deverell's advice is good and is the only actual use I ever found for the Deepwater Gaunts clickie on live (a 7 second cast Cancel Magic? gee thanks so much for thinking of us Brad.) | |||
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#19
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