Fear

babcocca

Dalayan Beginner
The current fear system is problematic. We know this. My request is that it be removed or modified for lower level mobs. I recently made a new ogre war and dwarven cleric. Neither of them have root. ALL newbie mobs that I attempted to kill ran. In addition, most ran far faster than my fatty warrior. I was forced to level one at a time while I dc'd with my olde druid who became my root machine.

As time has worn on, during my hunt planning, my number one consideration for which mob and zone I will hunt is: Will the mob run?

Can something be done about fear?
 
Your cleric will get root at level 9.

I think I'm completely missing what your statement on fear has to do with mobs fleeing at low health...what do you mean? Btw, are you aware of the pathing issues that are specific to WR zone by zone that cause the fear fun?

Eredhel
 
babcocca said:
The current fear system is problematic. We know this. My request is that it be removed or modified for lower level mobs. I recently made a new ogre war and dwarven cleric. Neither of them have root. ALL newbie mobs that I attempted to kill ran. In addition, most ran far faster than my fatty warrior. I was forced to level one at a time while I dc'd with my olde druid who became my root machine.

As time has worn on, during my hunt planning, my number one consideration for which mob and zone I will hunt is: Will the mob run?

Can something be done about fear?

I'ld suggest it was treated as a stun spell (like the pally, just interrupts casting) until it works fine. It also has some sense... you're stunned by panic :p
 
Eredhel, first I had to kill the mobs to get to level 9!! If they are running away, I cannot kill them. (See lvl 7 cleric on top of hill killing rogue dwarves. Dwarf gets to 20% and runs.....VERY FAST.... right through other rogues. Other rogues come to see what all the running is about. This makes for a "I hope I make it to the spires since I am KOS in thurg situation.)

(Level 4 warr killing in MW. Chop, chop, chop..20% .. BOOOM ..oww my ears! That human I was chopping on just broke the sound barrier! Chase, chase, aggro, aggro, I hope I can make it to the spire!)

I went to several newbie zones and several not so newbie zones and determined that the difficulty of getting a character started has increased by at least 10x.
 
yep.

It's pretty gross when a raid mob runs through a @#$@ing wall and out of reach. Luckily there are usually enough pets on them to knock them out.
 
Fear is not the problem, the problem is pathing. Now thats out of the way we can talk about why pathing is the problem. Mobs running through walls or generally making a normal mob ,which doesnt obey 3 dimensional limitations similar to a pc, out of the PC's reach. This matter is further complicated by the speed at which these mobs run to these locations , which snowballs the problem of limiting the mobs ability to run away by not being able to cause enough damage to them to further reduce their movement speed. Snare and root control are options , viable only on certain mobs that are not a.) highly resistant and, b.) immune to changes in movement. Stun is also a valuable option until around level 55+ mobs where you reach the tier of mobs that are all immune to stun. My suggestion is to look into which mobs are immune to changes and general resists, check the pathing of these areas for mobs that are trouble mobs under fear, like the giants near king area, and to Remove fear from named mobs such as arenamaster in kael , arenamaster sseru etc, etc...Nothing is more infuriating than watching that named you could have killed run off into a wall because you cannot snare ,root , stun them or they were sowspeed and decided to bring some friends back. Even if you get past that rage you can find a new level of rage when you figure out how to kill them but cannot loot your unique loot off said named because its in a fucking wall or 300 feet in the air.


Lok
 
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