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Some mechanics are fun on bosses, but not on mobs

ddgsodium
ddgsodium
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Examples:

1) Duneripper @ Northern Elsweyr.
2) Ice wraiths.
3) Mobs that jump into sky and then drop down, similar to first boss of RoM.

Similarities: They just disappear, either jumping into sky, or burrowing into ground, with you UNABLE TO TARGET OR DAMAGE THEM for a period of time.

On bosses, this is ok because bosses are one-time things. But mobs you have to fight amass.

Please stop this non-sense in future contents.

I have not played the Greymoor PTS yet, but I fear I would see a lot of ice wraiths there.
  • daemonios
    daemonios
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    At least those disappear. In Moonlit Cove in southern Elsweyr there are these extremely annoying mobs that can't be targeted or damaged for some time, even though they're standing right there in front of you.

    Then there's that other annoying mechanic that hasn't been corrected since launch, which is the fact that NPC leashing is based on their distance to their spawn point, not yours, and only gets checked at certain times, e.g when you hit them. NPCs can keep attacking you through walls, cc'ing you, etc., only for you to get fed up, try to hit them, and have them turn immune and leash back.

    Stuff like this just makes me slot rapids and a cc removing skill and rush through overland and delves, dropping random ground AoEs behind me to make enemies leash back and leave me alone.
  • GlorphNoldorin
    GlorphNoldorin
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    Its more annoying for me that mobs can ignore my cc immunity, especially in cyrodil, where you can get chain cc'd by guards every second.
  • TheShadowScout
    TheShadowScout
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    Nah.

    Its fun when some mobs use some mechanics you gotta watch for and you don't just faceroll them... I wish there were more mechanics, not less! Yes, those "vanish for a special move" mobs can be a little vexing... but that is their job.

    Personally I am more annoyed by those mobs that are in melee, take a couple steps back to use their ranged skill, then dash back into melee... because that just doesn't make -any- sense! Someone should code it so they only ever use their ranged skill when attacked from range, and -then- forget about it as they dash into melee... and only ranged mobs should ever flee to a safe distance to attack...
    daemonios wrote: »
    Then there's that other annoying mechanic that hasn't been corrected since launch, which is the fact that NPC leashing is based on their distance to their spawn point, not yours, and only gets checked at certain times, e.g when you hit them. NPCs can keep attacking you through walls, cc'ing you, etc., only for you to get fed up, try to hit them, and have them turn immune and leash back.
    That one... is a valid complaint.
    And one that has vexed me so many times... aggro a mob, not even realizing it, then start farming something a hunnerd paces further down the road, only for the critter to show up, make one niggling attack that -exactly- stops you from taking the thing you grabbed for (be it resource or treasuer chest) and leash back when you get annoyed and want some safisfaction from stomping them... sheeee-sh.

    And the ranged attacks that home in on you through cover... (because they were fired when there still was LoS) gah!

    Or worst, the mobs that occasionally step through walls and become unattackable... but often still attack you, and at other times still count as "in combat"...
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