@MaximusDargus , I'd be fine with the return to post mechanic, if they weren't damage immune in the process.MaximusDargus wrote: »What is more annoying are monsters that will chase you to the end of the world just to poke you once, hide weapon and then run back to the other end of world.
Merlin13KAGL wrote: »@MaximusDargus , I'd be fine with the return to post mechanic, if they weren't damage immune in the process.MaximusDargus wrote: »What is more annoying are monsters that will chase you to the end of the world just to poke you once, hide weapon and then run back to the other end of world.
And @Farorin, there are few and far between of these, and it doesn't even have to be a safe location. It's some stupid script in the AI that determines after a set time period, "I'm done with combat, so I'm going home now."
Often, after the return to refresh, since their buddies still hold aggro, they're return anew to fight you you in waves, while your resources don't get the benefit of getting topped off each time.
Give the AI enough sense to not stand there and die. I'd be fine with that, but having some asinine immunity because they can't damage you is ridiculous. Let them do what you do when you can't get within range but are taking damage, let them relocate, not reset/refill.
@Leandor, I've seen mobs scale cliffs better than mountain goats, finding a perfect path that would take me hours, so not sure where you get that from.This sounds like a L2K problem.No typo. "Learn 2 Kite".
To give some feedback for the topic issue: I do think that tether/reset is a very much needed mechanic. The AI cannot be programmed to do all the necessary actions to combat human player tricks. Just the fact that they (AI mobs) can't climb and jump makes it incredibly easy to kite them.
Imagine the amount of "exploiting" that would happen if you remove tether/reset. Suddenly, every piece of content would be "force-solo-able" except if you have these "press 4 switches at the same time" triggers. Boring.
Also, we have the same functionality in PvP. Once you go out of combat, you have increased regeneration. The difference is: humans are smarter and are less likely to let you get out of combat. We have a kind of inverse tether in PvP as well. No matter how often you say that, there will always be one "smart person" running after the streaking sorc in the misled assumption he would be able to kill him.
I do feel differently about that. All "overworld boss mobs" in upeer craglorn are soloable with medium gear because you can abuse the terrain nearby, best example being the orc guy at the Nord burial site thingy. attack from behind and as soon as he is up there, strafe left/right two setps to keep him running left-right-left-right on top without a chance in hell to hit you even once.Merlin13KAGL wrote: »@Leandor, I've seen mobs scale cliffs better than mountain goats, finding a perfect path that would take me hours, so not sure where you get that from.This sounds like a L2K problem.No typo. "Learn 2 Kite".
To give some feedback for the topic issue: I do think that tether/reset is a very much needed mechanic. The AI cannot be programmed to do all the necessary actions to combat human player tricks. Just the fact that they (AI mobs) can't climb and jump makes it incredibly easy to kite them.
Imagine the amount of "exploiting" that would happen if you remove tether/reset. Suddenly, every piece of content would be "force-solo-able" except if you have these "press 4 switches at the same time" triggers. Boring.
Also, we have the same functionality in PvP. Once you go out of combat, you have increased regeneration. The difference is: humans are smarter and are less likely to let you get out of combat. We have a kind of inverse tether in PvP as well. No matter how often you say that, there will always be one "smart person" running after the streaking sorc in the misled assumption he would be able to kill him.
You honestly don't think they could improve the AI? Come on.
The issue here is that the mob chooses when to be out of combat. We don't have that luxury, and our regen is not instantaneous, as theirs is.
How hard would it be to give the mobs regens, stats, and skill levels same as we have as PC's? Not every mob would be obligated to chase you - behavior could be dictated by things like intelligence and level.
What do you do when you get hit with an arrow from someone on the keep wall? I'm guessing you probably relocate and force the issue, or your pursue and execute.
There are a dozen other behaviors that could be implemented without a whole lot of difficulty.
And regarding PvP, you can't tell me for one minute that the good players out there don't utilize every single aspect of the environment for both offense and defense.