Mob pathing: horror stories

Ponden

Dalayan Adventurer
Id like to have this topic be used to discuss the (mostly) recent additions of fear support to numerous zones. In general I think that adding fear has worked very well in that if you fear a mob it will run away. I have found numerous problems so far with how mob pathing has been handled and I now avoid zones because they are just too much of a hassle.

Examples!

1) Lenny the Gargantuan in Frosthorn: My group is beating down this guy and just he is going to die, Lenny decides to become a coward and runs away across the ice. Luckily I am quick enough and send my dagger into his back.

2) Spirit Valley: Killing some Akhevan for the Master, and lo and behold they run away too! Casting Root: Nope! Your target is immune to changes in its movement. I chase after the mob and pray that I dont get adds. (also see Arena Master Moethes in Sseru.)

3) Silentlands: Exploring the caves with some friends, I attack a Akhevan Conjurati. The fight is going well, the Akhevan's pet is mezed and my group is winning. Suddenly, (at 20%!) The Akhevan rushes for the wall and dissapears from sight. Panic stricken, I try and decide what to do. As the Conjurati gains back to 20% HP, the Shaman in the group is summoned and dies instantly (From falling through the world 20k dmg hit.) The Bard who was keeping the pet busy gets summoned, manages to mez the conjurati, however the pet becomes un-mezed and finishes him off. I finally get summoned below the world, and run around hoping to be pulled back up. It never happens and the group wipes.
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yea, i agree, pathing is bad, hard to solo, everything is cramed together making it impossable to single pull without Add's.

Worse place i know of at my lvl is mistwoods.

Fighting bear, bear runs away. i chase after. pop a Treant pops on top of me, wack, i am dead.

Off of what i see. the mobs keep moving untill they reach a certain spot then despawn. then pop up back were they were at. That is what makes it hard to solo in that zone.

What should be done to fix this i guess is to have them wonder the zone for x amount of time then make them despawn, or not to despawn at all and not to respawn untill killed.

Just my 2 cents

-Amagon
 
2) Spirit Valley: Killing some Akhevan for the Master, and lo and behold they run away too! Casting Root: Nope! Your target is immune to changes in its movement. I chase after the mob and pray that I dont get adds. (also see Arena Master Moethes in Sseru.)

I've had this experience as well. Fighting Akhevans inside buildings is death because they run through the walls and we get adds like crazy.
 
Perhaps we could remove the low hps run, it seems that pathing is enough of a hindrance that spell/proc fear would be balanced as it is.
 
also arean master in stormkeep ran off to , tank and others died but we manage to kill him by running all the way to the enterence where he was still running
 
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