Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
So you want the mobs to just stand there and be easy meat for you to slaughter, rather than trying to keep you from killing them?Psychobunni wrote: »I did /bug it. I think it needs tweaked a wee bit.
I guess I can understand players who really get into their toon maybe enjoying chasing them down so far ala cops and robbers style....but I just want to kill who I'm suppose to and get through it lol
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
So you want the mobs to just stand there and be easy meat for you to slaughter, rather than trying to keep you from killing them?Psychobunni wrote: »I did /bug it. I think it needs tweaked a wee bit.
I guess I can understand players who really get into their toon maybe enjoying chasing them down so far ala cops and robbers style....but I just want to kill who I'm suppose to and get through it lol
There was, actually, they would barely try to get away from you at all, and it was trivial to slaughter them. Pre-1.6 a melee character (or one using Impulse) could easily slaughter a group of mobs without even trying, because the ranged ones and healers (especially the healers) would stay bunched up close to the melee mobs. They would back up a few steps, but stay close enough that they would still be caught by close-range AoEs. Now they wisely spread apart so that you're more likely to have to focus your attention on them individually, and the healers are vastly more effective.Psychobunni wrote: »There was nothing wrong with the back up distance pre-1.6
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I may have misunderstood what you meant then. I thought when you said "I guess I can understand players who really get into their toon maybe enjoying chasing them down so far ala cops and robbers style" you were talking about the general 1.6 behavior of them splitting up and backing up a significant distance (I believe for ranged mobs they now generally back up to max range of their weapon/ability), rather than specifically the cases in which they end up going to weird places that they probably shouldn't (like running around a building). If the latter is all that you're talking about, then we actually agree.Psychobunni wrote: »Some people just like to argue. If it happens "sometimes" that an npc goes overboard and acts stupid then a minor adjustment should fix it.
I was leveling DW when 1.6 hit, and using templar charge to close distance between retreating npc's, so I* personally never had mobs only take a step or two back where they were still within melee range. That's not to say, it didn't happen for someone....however if they are running completely out of skill range, doing odd loops it can't be a ZOS fav "working as intended" and like other "fixes" this was obviously tipped too far in the opposite direction.
again, a minor adjustment to the distancing would fix it. It's not even immersive as a real enemy would run and get help and then return or run off and hide in wait. They would not however back up 10 feet, turn around a jog a mile and then come back to that 10 feet away spot to fight.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
I may have misunderstood what you meant then. I thought when you said "I guess I can understand players who really get into their toon maybe enjoying chasing them down so far ala cops and robbers style" you were talking about the general 1.6 behavior of them splitting up and backing up a significant distance (I believe for ranged mobs they now generally back up to max range of their weapon/ability), rather than specifically the cases in which they end up going to weird places that they probably shouldn't (like running around a building). If the latter is all that you're talking about, then we actually agree.Psychobunni wrote: »Some people just like to argue. If it happens "sometimes" that an npc goes overboard and acts stupid then a minor adjustment should fix it.
I was leveling DW when 1.6 hit, and using templar charge to close distance between retreating npc's, so I* personally never had mobs only take a step or two back where they were still within melee range. That's not to say, it didn't happen for someone....however if they are running completely out of skill range, doing odd loops it can't be a ZOS fav "working as intended" and like other "fixes" this was obviously tipped too far in the opposite direction.
again, a minor adjustment to the distancing would fix it. It's not even immersive as a real enemy would run and get help and then return or run off and hide in wait. They would not however back up 10 feet, turn around a jog a mile and then come back to that 10 feet away spot to fight.
Since 1.6 dropped the mob AI has been altered so that ranged mobs (or primarily melee mobs with a ranged ability that they want to use) will actively try to get away from you and hit you at range. When you get a group of them, often I find they back away from you in different directions to make it harder for you to close and engage them.
For the most part I think it's a good change, as it makes combat with random mobs somewhat more difficult, and if you follow them you run the risk of attracting the attention of other groups of mobs, and possibly pulling more than you can handle. Sometimes they end up backing away to places they probably shouldn't, though.
Hmm. We just talked something through where we started off disagreeing (based primarily on misunderstanding), and came to agreement (based on clarifying what we meant). And this happened on the internet. And it's not even April Fools Day. Did I accidentally slip over to Bizarro World's internet, where people are reasonable and act like adults?Psychobunni wrote: »I may have misunderstood what you meant then. I thought when you said "I guess I can understand players who really get into their toon maybe enjoying chasing them down so far ala cops and robbers style" you were talking about the general 1.6 behavior of them splitting up and backing up a significant distance (I believe for ranged mobs they now generally back up to max range of their weapon/ability), rather than specifically the cases in which they end up going to weird places that they probably shouldn't (like running around a building). If the latter is all that you're talking about, then we actually agree.Psychobunni wrote: »Some people just like to argue. If it happens "sometimes" that an npc goes overboard and acts stupid then a minor adjustment should fix it.
I was leveling DW when 1.6 hit, and using templar charge to close distance between retreating npc's, so I* personally never had mobs only take a step or two back where they were still within melee range. That's not to say, it didn't happen for someone....however if they are running completely out of skill range, doing odd loops it can't be a ZOS fav "working as intended" and like other "fixes" this was obviously tipped too far in the opposite direction.
again, a minor adjustment to the distancing would fix it. It's not even immersive as a real enemy would run and get help and then return or run off and hide in wait. They would not however back up 10 feet, turn around a jog a mile and then come back to that 10 feet away spot to fight.
We do agree. I'm not asking for them to stop retreating mobs, only to tweak it so they aren't completely derping out sometimes going way out of range.
It probably has to do with confined spaces and walls and/or objects in the pathing when they are backing up which may not even be even fixable, but they could at least attempt a minor tweak.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
That part isn't new. That used to happen in pre-1.6 too, it's just that they didn't backpedal as much. Talons also never seemed to stop those acrobatic guys from doing their move where they jump over my head and end up behind me (although when they land those talons show up at their feet again).pvpaddict42 wrote: »The real problem with this new behavior is that the mobs can back pedal regardless of roots/snares etc at full speed. I really enjoy watching them moonwalk away while talons is still gripping them. Needs fixing.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
Nyghthowler wrote: »-snip-
Last night I was rescuing Tharn from the tower on a new alt. I was on the second wave of skellies and had just killed two and was about to dispatch the last one (the damned pyro caster) when he ran through the force shield where I couldn't follow him, and continued to cast at me. I couldn't use my bow through the shield on him either.
Lyris followed him through the shield, but seeing as how she does basically zero damage he kept casting on me for 10 - 15 seconds till he decided to rejoin me inside the shielded area.
Hmm. We just talked something through where we started off disagreeing (based primarily on misunderstanding), and came to agreement (based on clarifying what we meant). And this happened on the internet. And it's not even April Fools Day. Did I accidentally slip over to Bizarro World's internet, where people are reasonable and act like adults?