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#1
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![]() Great Patch!!!!!! /hug
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-Core-Riot-
-The Untz Factory- -Awakened- -Taken-Taken II- "I may not agree with what you say, but to your death I will defend your right to say it." "If the freedom of speech is taken away then dumb and silent we may be led, like sheep to the slaughter." "To be able to think freely, a man must be certain that no consequence will follow whatever he writes." CromCruach on Blue - Aurgelmirx on Green | ||
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#2
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![]() And Red gets its yellow status back? pras Big Rog/staff
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Freddi
Farson | ||
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#3
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![]() I'm noticing a slight lag on spell completion, even with a low ping. It could just be my connection this morning, but throwing it out there to see if others are too since update.
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#4
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![]() logged into NK, zoned to SK to proceed to kite mobs (centaurs) and they were almost catching me with jboots on, lol...i couldnt even get them far enough back to cast any spells! who broketh the server? lol
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#5
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![]() tested, narrowed my situation down to centuars in South Karana...they have sow run speed now?
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#6
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![]() Quote:
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#7
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![]() Quote:
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#8
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![]() i can agree the new mob runspeed is much farther from classic than before this patch. take it from a kiting bard, we know our runspeeds down to the millimeter. these mobs are too fast. it seemed pretty dang close to classic before, but at the moment kiting is almost impossibru
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#9
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![]() I thought I remembered the devs saying there would also be a 100% static bonus exp for every level 1- 60 on red before the group bonus... but I don't see any mention of that in the notes. Did that bonus not get added in?
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#10
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![]() Haynar: Mob runspeed revamp to be more accurate to classic. Speeds will also vary with changing HP more like classic was.
This seems to cause an issue while quadding in TD, if mobs get lower health than others their speed change makes the group begin to break up. Don't remember this being an issue on live, but I could be wrong. | ||
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