#11
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I've been avoiding this by dungeon crawling in lieu of long pulling. Also any pulls I do around corners I back up slowly in the middle of the hall / pathing to do my best to ensure no warps
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<Incognito> Kamiccalo - 54 Druid | Pidgins - 54 Paladin | Sevni - 45 Shaman Kaelthas - 35 Mage | Folly - 30 Warrior | Shimmy - 21 Rogue | ||
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#12
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lGuk is practically unplayable at this point for players of suitable level. The only way to guarantee mobs will make it back to camp is to face pull them, but thats not viable in a zone full of mobs that root and nuke you. If you don't face pull them they disappear into the wall and return a bit later with a couple of friends if you're lucky... if you're unlucky they come with half the zone.
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#13
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For LGuk here is what i've been doing. Unfortunately you have to crawl with your group
30-35ish = Bedroom Break in to room (3 spawns). Aggro x2 frogs on left for next pull Aggro x1 frog on the right for next pull Pacify pull (or root CC or whatever) the rest of the bat room. Move into batroom, pull the two first spiders to the right Move into the spider tunnels and have group wait outside the x4 spider room Pacify/root/mez pull that room and clear it, med up in room Pull the x2 bats in the next room Move group up and root pull the x2 spiders around the next corner Move up toward gargoyles, and pull the x3 gargoyles Run back to bedroom. Rinse and repeat. If your group can kill more faster, great. Do more, but I found this extremely effective, even almost up to level 40 with a full group. It's more exciting and keeps your group more alert with the crawl.
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<Incognito> Kamiccalo - 54 Druid | Pidgins - 54 Paladin | Sevni - 45 Shaman Kaelthas - 35 Mage | Folly - 30 Warrior | Shimmy - 21 Rogue | ||
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#14
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Mobs still warping through walls, coming back with trains killing people. This is still a major problem, needs fixed!!
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#15
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I'd like to get this fixed.
Does it happen every time in certain areas/able to be reproduced? A way to reproduce the issue and/or fraps/locs/pics would help. | ||
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#16
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also noticed while in KC, was in a basement group yesterday ,pulling first mob from turnkey cells causes aggro from the above level, happened evertime, would get 2-3 adds through floor via LCY camped I think.
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#17
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A couple of really common spots I find where this happens fairly often:
Sebilis Disco: [You must be logged in to view images. Log in or Register.] Pets/mobs being pulled through this corner have a chance of falling through the floor. Can be avoided by walking mobs through the door - however all you need is one add while pulling for fun times to start. Sebilis Crypt/Emp: [You must be logged in to view images. Log in or Register.] Pets/mobs being pulled through this corner have a chance of falling through the floor. I cannot comment on other zones but I know this did start the patch last year. I had spent a significant amount of time in Seb before and after and noticed it almost straight away.
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Sneakybaa Thesheep
Minibaa Thesheep Friarbaa Thesheep Evilbaa Thesheep Scoutbaa Thesheep Stoutbaa Thesheep <Infernus> | ||
Last edited by Baa; 02-24-2016 at 11:21 PM..
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#18
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Quote:
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | |||
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#19
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Quote:
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Last edited by Speedi; 02-25-2016 at 12:10 PM..
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#20
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Are people generally thinking.... this pathing issue will not get fixed?
Me and my partner just dealt with this crazy stuff in unrest. For 15 levels. Now we just dipped our toes into LowerGuk last night. Seems likes it a major issue effecting too many places. | ||
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