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  #1  
Old 10-11-2010, 10:22 AM
edthomas edthomas is offline
Decaying Skeleton


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Default Darkness

Has anyone else noticed darkness dose not have the slow component it should have. When the game came out you could dark a mob then fear it and it slowly walked away now they run even if they are darked or snared?
  #2  
Old 10-11-2010, 11:42 AM
Puyen Puyen is offline
Aviak


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You are right about how it should be. I don't play a class that has that combo so I never saw it happen
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  #3  
Old 10-11-2010, 09:58 PM
Randiesel Randiesel is offline
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Yes, I've also noticed.

I believe it is related to the increased monster run speed on the server, but they move wayyyy too fast after being darkness'ed.
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  #4  
Old 10-12-2010, 01:10 AM
Uthgaard Uthgaard is offline
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I get petitions about clinging darkness every so often. Its snare factor and duration scale with level, and not all snares are created equal. When you first get it, it's junk in terms of snare, and lasts all of 2 ticks.
  #5  
Old 10-12-2010, 10:43 AM
Zeelot Zeelot is offline
Fire Giant


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I do believe certain darknesses aren't working as they did on live. The best example I can think of is when FD splitting mobs. On live, engulfing darkness at level 50 would prevent the mob from pathing back, but here it doesn't seem like it snares enough to do that; instead, I'm forced to use dooming darkness whenever I want to use this tactic.
  #6  
Old 10-12-2010, 11:11 AM
Noselacri Noselacri is offline
Sarnak


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I'm pretty sure DoT durations shouldn't depend on your level. While playing around on a low-level necro I noticed, as mentioned by Uthgaard, that Clinging Darkness would last only a few ticks and about half of the tooltip's stated duration. The spell was completely worthless all the way up to level 9 (where I stopped playing the necro) because it would barely snare a mob enough to out-run it and would last all of three ticks or so.

Since the artificially fast mob speed is apparently not fixable, would it be possible to increase the snare percentage of snare spells in order to give the intended movement speed while snared? Faster mobs don't affect normal gameplay that much because classes that can't snare generally don't kite stuff, and it makes no real difference when a mob is being tanked, but classes that rely on snare are seriously hurt by this.
Last edited by Noselacri; 10-12-2010 at 11:29 AM..
  #7  
Old 10-12-2010, 10:31 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Zeelot [You must be logged in to view images. Log in or Register.]
I do believe certain darknesses aren't working as they did on live. The best example I can think of is when FD splitting mobs. On live, engulfing darkness at level 50 would prevent the mob from pathing back, but here it doesn't seem like it snares enough to do that; instead, I'm forced to use dooming darkness whenever I want to use this tactic.
If i get a chance this weekend, I will get on live and see what kind of snare amounts, should slow the mob how much. I got an 84 sk that I will play with. I will also see where snare should stop them when walking back to their spawn points.

Haynar
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