Fear.

To be honest, if you're in a fight that's even remotely dangerous, and a mob casts fear on you, you're fucked, plain and simple. There's no way (that I'm aware of) to break out of it, you don't run all over, so you don't have any chance of avoiding them if you have sow on... you just stand there getting bent over for a good 20 seconds. Anyone that can survive 20 seconds (particularly any INT caster) with a mob that you would already consider a challenge needs to fight harder mobs. It might as well be a deathtouch; at least then there's not that awkward 20-second period where you're hoping you might make it, before realizing that no, you definately won't.

Could this maybe be looked into, or could someone with authoritah at least come by and say "Joudas, shut the fuck up," or... something? :(
 
Raherin said:
FalconKyule said:
Wiz said:
Because NPCs and PCs are not made equal.

of course they are not. but even from an RP view... yeah mobs casting Fear when you cannot, and it's on your damn spell list, is entirely irrational. And from standard point of view... it's irrational. There is no excuse or explanation that makes this 'all ok'.

I know this is a fantasy based game where normal logic goes right out the window but it has it's own logic..... one that is being ignored. If I have a spell in my book I expect to be able to use it, I don't buy something just to say 'Hey look! I can't use this... but man is it pretty to look at!'. Letting NPC's do this, and deny the PC's(ya know.. the people who are SUPPOSED to be able to do outlandish things[which further drives the point you were trying to make in your post]) use of such an ability, defies this fantasy world's logic.

How about you code it so that if a PC is feared they won't run inside walls in every zone? Fear is being implimented as much as we can while working on other content. There aren't huge problems leveling, so this isn't exactly a "HOLY SHIT GET THIS DONE RIGHT NOW" kind of situation. Making fear stun NPCs (like it does PCs) trivializes content too much. Sorry that we focus on game balance as much as 'rational' thinking.

So, unless you want there to be 20 times the bugs with PC fear pathing, then sure. We can put that in, just for your enjoyment and to suppliment your 'rational' thinking.

sarcasm and no wit I see. Added onto the fact you avoided my point entirely. I was talking about ME(and other players) being able to fear the MOBs and how stupid it is for MOBs to be able to fear me and even though I HAVE THE GOD DAMNED SPELL!!!!! I cannot use it. Along with my complaint that MOBs should not be allowed to cast Fear when players cannot even though it is in our spellbook. Letting players be able to use fear, for the time being, as a mez of some sort, like the mobs do to us( I hope you can follow along with this.. I'm not going too fast), for the time being would be a temporary fix until you can get a pathing codes put in. Is that clear enough for you? Have I spelled it out well enough this time?


*sigh* Perhaps I should learn some computing languages.
 
FalconKyule said:

If NPCs and PCs are not equal, then why does it matter that one can do one thing while the other can't?

Fear-casting NPCs have what works out to a 10-20 second stun. That sucks and I think it should be looked at. Players get fear in fear enabled zones, and other than that, they get nothing. That's how it is. We aren't going to change fear to some fancy mez, or root, or snare, because that isn't what the spell does.
 
rab said:
Fear-casting NPCs have what works out to a 10-20 second stun. That sucks and I think it should be looked at.

That's the only problem I see with this. And it's a pretty big problem when you're soloing :p
 
FalconKyule said:
Letting players be able to use fear, for the time being, as a mez of some sort, like the mobs do to us( I hope you can follow along with this.. I'm not going too fast), for the time being would be a temporary fix until you can get a pathing codes put in.

Raherin said:
Making fear stun NPCs (like it does PCs) trivializes content too much. Sorry that we focus on game balance as much as 'rational' thinking.

My point flew right over your head, didn't it?
 
Thinkmeats said:
It's entirely possible that the 'random' pathing on live just sent a mob to a random node on the path tree, but something as simple as "mob script-runs to a randomly generated location, and upon arrival generates a new random location to run to" with some simple math ensuring that the location wasn't too close or too far from where the mob is currently. Derail the script on spell-fade and you might have a winner. I'm pulling all of this out of my ass, though, so I've no idea if it would work.

As an addendum to my idea: what if it was done in a limited number of zones to begin with, to avoid situations where a mob wanders off a cliff? A few zones is better than none, and by adding in "if the mob is in The Deep and the runto sends it off the cliff then send it someplace else" other zones could be added in case-by-case. I doubt it would ever be put into dungeons, for obvious trainly reasons.
 
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