Timer for mobs wandering back to spawn has changed.

diolas

Dalayan Beginner
After testing this out in two zones, I've come to the conclusion that something was changed to the timer of mobs wandering back to spawn point after FD'n. There used to be a bigger window of opportunity to split mobs (say up to 2 minutes) where mobs would randomly walk back. Now it looks to be more like 10 seconds. Splitting two simple mobs took forever to the point where there just wasn't any point trying unless there was no possible way you could take both mobs at once. Splitting 3 mobs was impossible, especially with the new bout of lag. Was this change intentional? If so, what are the reasons. If not, could it be looked into and changed back. The two zones I noted this in were ToV and Catacombs. I heard (heresay) that others were having similar problems.

Edit: I realize my times are probably a bit off, but the point remains valid.
 
Yes, this is intentional, splitting was a bit too efficent and powerful a form of CC. The intention was to make it slow the group down somewhat to have all mobs split. I'll see if it was over the top.
 
I really didn't think there was a problem with FD crowd control. Some things are impossible to split as it is (Lady of Sorrows anyone?). Simply put, any time a caster is involved crowd control via FD starts getting risky. Wanderers are also tricky. In some casual groups it might be more efficient then say Mezzing, but overall it's slower (albeit safer for those not splitting). If you are dead set on making it more difficult, however, you might think about increasing the chance of getting a mem wipe on FD to help compensate (including pets which are impossible to split currently).
 
diolas said:
I really didn't think there was a problem with FD crowd control. Some things are impossible to split as it is (Lady of Sorrows anyone?). Simply put, any time a caster is involved crowd control via FD starts getting risky. Wanderers are also tricky. In some casual groups it might be more efficient then say Mezzing, but overall it's slower (albeit safer for those not splitting). If you are dead set on making it more difficult, however, you might think about increasing the chance of getting a mem wipe on FD to help compensate (including pets which are impossible to split currently).

The pets being impossible to split is a bug, but eh, I've split Lady of Sorrows, and so has sp4mm.
 
aye, and so have I. I'm just saying it's not easy. Trying splitting it now with the changes you've made.
 
This is going to bog down raids when only one monk or SK is on. As far as a monk in group, after recent changes we quit even attempting to FD pull because it took excessively long. It was far more efficient for the group to just pre-target and root instead of letting the monk do his role.
 
I have been venting both in game and on forums about how difficult it is to split mobs as a monk. Now, I know Live is Live, and this is WR. But, it just seems that my feign death ability should be put to some sort of use, other than relieving aggro while not tanking. I can feign five times in a row, and get beat on until I'm almost dead, and still not be able to pull mobs. I try to use walls, I try to use just about every tactic I think would work, but it all goes to no avail.


I was told that SK's, as a spell caster, get a mez. type spell at level 60 that allows them to mez. creatures under that level, and as such, they can pull better than Monks. Does that seem fair at all? It's great for the SK, and I'd like at least one class be able to pull (in the sense that it's practical and usable), but crappy for the Monk whose basic premise is FD.

Anyway, just thought I'd share my opinions. I'm not very far into the high end game, so most of this information is based off pre-raid type experience. Splitting in Siren's Grotto, DN, etc. There's just no point when I can pull two, let them both hammer on me, and just take extra heals. It beats trying to split them and finally getting it done two minutes later, and 30 % life.
 
/agree

I agree. Splitting mobs in exp groups is basically a thing of the past as it just takes to much time, your better off now to just pull and off tank or root a mob. Sure these strategies work but then what becomes the role of the monk in the group? just DPS I guess......

can this be looked into again plz?
 
Before anything was changed initially, splitting was well balanced. For the splits that were easy, it took very little time. There were still many situations where:
1) It would take too long to split so you'd offtank or use other forms of CC
2) It was nearly impossible to split (stinking pets)

The first alterations made it next to impossible to split (ok, it was possible but who wants to spend 5 minutes splitting a 2 spawn). The second alterations made it more feasible but still very time consuming. If it takes longer to split than it would from downtime or other repercussions for off tanking/root CC then it simply isn't going to happen. Since the last changes the primary use of splitting has been reserved for Raids and encounters that would be too tough to offtank.
 
Well, the problem was really that splitting was so easy that it completely voided CC anywhere where mobs weren't linked or had linked walkback times.

I need to find a balance between the two, really.
 
somehow i dont see mezzing mentioned here. I wonder why? do you think its not a viable method of CC in a group?

FD > Mezzing or any other cc as soon as it gets near in terms of time consumage (omg, grammar, spelling, shizzle) simply because, once its split, there is 0 risk involved.

I do however agree splitting is a bit hard (tried it for a bit with my 60sk).

By the way, do you think mezzing should be easier to use than FD or FD easier to use as mezzing for CC? In a standard xp group with a standard 2 pull situation, is what im talking about, so no pets or anything else involved.
 
sorry

this post is primarily about mobs wandering back and how that effects FD.

Mezzing can at least be done when the mob is at the group. You can't pull a mob off a group member run it away and FD. FD is specifically for pulling, I don't know that its really the same as crowd control. For crowd control I think of root, snare, mezz. I get how they both affect the encounter but i don't think FD and Mezz should be compared like that. You don't typically get an enchanter in the group as a puller... or at least I don't usually see groups looking for an enchanter puller.

anyways thats my opinion
and if there are still problems with mezz you might want to start a post about Mezz not working well.
 
Comparing Mez and FD is necessary. A group that only gets singles does not need a CCer.
 
Back
Top Bottom