View Full Version : Mage Pet and the loss of my mind
Errie_Tholluxe
06-17-2006, 05:16 AM
Please please please find your way to giving us a way to hold this pet out of AoE's. This pet is so frustratingly stupid in its inability to sit in one spot , constantly moving into an AoE and dying that I have about lost my care for using it at all. It was bad before , but now it seems to be even stupider if thats at all possilbe. I was spec'd for the tank pet just BECAUSE of this bs, but decided, [Removed for Content], try the Int line see how it goes. In less than 30 minutes I had to resummon 9 times from AoE's because it would cast once, run in and die. ITS A MAGE PET. Why oh WHY would it want to be or need to be in melee range? anyone? Beuhler?? Until something is done with this, this pet is useless on raids, because there is NO way to joust it continuously under heavy fire and do ANYTHING ELSE. After paying to respec in the hopes of avoiding having to use a low dps tank with the no AoE aa, I feel cheated out of my dough. Any replies from other disgruntled necros? Conj? Lets see what the opinions are out there.<div></div>
Kraven Coldblade
06-20-2006, 06:52 PM
<P>I empathize with you bro. Been having same problem in Labs raid and any other raid for that matter. Last nite in Labs my warlock pet died 3 times in 1 encounter. Heck he dies from a single DoT of any kind it's insane. No he's not apprentice 2.. he's Master 1 and still gets pwned. It's so sad. I finally had to switch to my M1 tank to do damage and not have to resummon 20 times in 30 mins.</P> <P>Definitely needs a fix..</P>
KBern
06-20-2006, 07:03 PM
<DIV>Yeah this is an issue. I use my tank much of the time now just because certain mobs in hallways and such, you cannot joust or escape the AOE's sometimes due to adds and positioning.</DIV> <DIV> </DIV> <DIV>It used to be viable before LU24 but now it is broken.</DIV> <DIV> </DIV> <DIV>The good thing I guess is the devs posted they aware of it's new behavour and it is being looked into getting fixed.</DIV> <DIV> </DIV> <DIV>If they fix it the way they normally "fix" things it will still suck, but hopefully they make it understand it is a mage and needs to cast, not run up and melee.</DIV>
Eriol
06-20-2006, 08:25 PM
<blockquote><hr>KBern wrote:If they fix it the way they normally "fix" things it will still suck, but hopefully they make it understand it is a mage and needs to cast, not run up and melee.<hr></blockquote>Ya, I hear ya. If they just put it back to how it was before, I can deal with that, though it was never "great." But what I hope they do is overhaul the code and put in a little piece of logic that prevents the pet from moving while it is attacking and is in-range of the mob. So if the mob moves away, it'll move closer to cast, but only close enough to be in-range of all the spells (but NOT move while they're on re-cast). If the mob moves closer to the pet, then the owner would have to move it (the opposite would be cool, but kinda too-easy/overpowered IMO), but basically it NEVER runs up to a stationary mob, and will only move close enough to cast if already out of range and/or out of LOS. Or even simpler (though worse), if it is in "attack" mode, it CAN NOT move. This would require a bit more careful placement, but would definitely be easier (from a coding perspective), and solve our problems.Worst beta change they ever made IMO was to change the "Magic Leash" AA from a toggleable mage pet root (it rooted your mage pet) to... whatever it is now.
KBern
06-20-2006, 08:55 PM
<BR> <BLOCKQUOTE> <HR> Eriol wrote:<BR>Worst beta change they ever made IMO was to change the "Magic Leash" AA from a toggleable mage pet root (it rooted your mage pet) to... whatever it is now.<BR> <HR> </BLOCKQUOTE> <P>Yep the tin foil hat part of me makes me think they removed this simply so our mage pets put themselves in a position to die more.</P> <P>I mean, what would be overpowered about taking an AA line that actually does something, and helps control the pet a bit better, just so it stays alive.</P> <P>There was no extra damage associated with it, just a nice ability to keep the pet parked nuking from where we park it.</P> <P>I cannot yet grasp why they removed this power OTHER than to make us have to alternate spamming pet attack, pet back off and possibly get the pet killed more often. As it is it annoys the heck outa me that the pet doesnt respond to the pet back off right away and takes a few seconds to stand there, sheathe the scythe and then come back.<BR></P>
Kski93
06-21-2006, 08:47 PM
<DIV>So has anyone heard word of whether they intend to fix the mage pet and not make it run in after each spell. At least before he would wait till he casted all of his spells. Still have yet to hear if the change was intentional or not. Oh and to the comment about the old magic leash. Yes it rooted the pet, but it also increased it's crit chance every rank you put into it. At least that's what I remember. If I had it my way I would give us the root/crit increase and replace it with the increased casting speed/attack speed buff the mage pet gets. </DIV>
I wish they could make a "follow right NEXT to me" AA. Or if they changed the root on the mage pet, I'd respec as soon as I could get online. Even though I rarely use the pet. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><p>Message Edited by Korben on <span class=date_text>06-21-2006</span> <span class=time_text>01:14 PM</span>
Vici_Necromanc
06-21-2006, 11:26 PM
<DIV>Was doing courts last night and had the same issue. With the recent LU I wanted to add as much DPS as I can so I tried to use the Mage pet. I had to recast it at least 11 times with the heavy AoE the names cast. I tried to use the anchor icon to root it in place but it does , rather stupidly, run into melee range (Inevitably as the MA calls for everyone to get out of range lol) In the end I stopped using it and blind casted all night.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>/groan</DIV>
Nainitsuj
06-22-2006, 07:33 AM
<DIV>Does the possess minion trick still work?</DIV> <DIV> </DIV> <DIV>If you posess the mage pet then cancel the spell as he's casting, he'll be perma rooted where he stands. Then you just use the call minion spell to position the pet where ever you want.</DIV>
LiquidFlex
06-22-2006, 08:50 AM
<div><blockquote><hr>Nainitsuj wrote:<div><font color="#33cc00" size="3">Does the possess minion trick still work?</font></div> <div><font color="#33cc00" size="3"> </font></div> <div><font color="#33cc00" size="3">If you posess the mage pet then cancel the spell as he's casting, he'll be perma rooted where he stands. Then you just use the call minion spell to position the pet where ever you want.</font></div><hr></blockquote>IMHO...It seems kinda silly to have to do that. I mean c'mon, the pet shouldn't be THAT stupid. If you have to waste that amount of time just to get a pet to one spot... the fight will be over before you can cast the first ROT spell. Then it's time to move to the next mob.Ok, ya maybe it would work well in a raid instance, but 1 of 3 is not acceptable in my book.</div>
KBern
06-22-2006, 04:55 PM
<BR> <BLOCKQUOTE> <HR> Nainitsuj wrote:<BR> <DIV>Does the possess minion trick still work?</DIV> <DIV> </DIV> <DIV>If you posess the mage pet then cancel the spell as he's casting, he'll be perma rooted where he stands. Then you just use the call minion spell to position the pet where ever you want.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>You know, I never tried that because I never use our PM AA. I will try this. If it works, then my raid issues are pretty much over with using this, but a work around still doesnt solve the issue that the AI is borked and needs to be fixed.</P> <P>Thank you for the suggestion though, I am going to see how this works.</P>
Eriol
06-22-2006, 08:07 PM
<blockquote><hr>Nainitsuj wrote:<DIV>Does the possess minion trick still work?</DIV><DIV> </DIV><DIV>If you posess the mage pet then cancel the spell as he's casting, he'll be perma rooted where he stands. Then you just use the call minion spell to position the pet where ever you want.</DIV><hr></blockquote>Can you describe this a little more? You mean possess it as IT is casting, or cast possess then cancel, or possess, cast, then cancel, then un-possess? I"m not getting what you mean here.
Yadylia
06-22-2006, 08:39 PM
<BR> <BLOCKQUOTE> <HR> Errie_Tholluxe wrote:<BR><BR> anyone? Beuhler??<BR> <P></P> <HR> <P>/giggles</P> <P> </P> <P>And why oh why did have to nerf necro pets againnnnnnnnn geeesh (and conj of course but I don't know how bad it is for them since my char is a necro), I'm so tired of it, now I spend more then half my time just healing the dang pet its ridiculous, my necro who has always been a fun char is beginning to feel boring.<BR></P></BLOCKQUOTE>
Kraven Coldblade
06-22-2006, 09:42 PM
<DIV>I notice no difference in dealing damage pre and post nerf. I do however notice a big difference in soloing green con heroics but that is to be expected. Nerf to me is adaptation. Since nothing stays the same forever I like to believe we as necro's will have to change and adapt to the nerf's as I'm sure there will be many more nerf's before the servers are taken down permanently.</DIV>
Nainitsuj
06-23-2006, 04:53 AM
<BR> <BLOCKQUOTE> <HR> Eriol wrote:<BR> <BLOCKQUOTE> <HR> Nainitsuj wrote:<BR> <DIV>Does the possess minion trick still work?</DIV><BR> <DIV> </DIV><BR> <DIV>If you posess the mage pet then cancel the spell as he's casting, he'll be perma rooted where he stands. Then you just use the call minion spell to position the pet where ever you want.</DIV> <HR> </BLOCKQUOTE><BR>Can you describe this a little more? You mean possess it as IT is casting, or cast possess then cancel, or possess, cast, then cancel, then un-possess? I"m not getting what you mean here.<BR> <HR> </BLOCKQUOTE> <P><BR>Send in the mage pet. Cast possess minion. Look for possess minion icon and cancel the spell. Pet is perma rooted. To move him around use the 2.5 second cast time call servant spell. He'll stay in place where ever you summon him to.</P> <P>I used to use that all the time. I assure you, it's not as bad as the above person mentioned (length of time to do). When your group gets in to position and the tank starts to pull you summon the servant.</P> <P> </P>
<P>I guess I'm just playing devils advocate here, I have a 34 Necro and can sympathise with the situation.</P> <P> </P> <P>However it does occur to me that the behaviour the mage pet shows is identical to that which caster mobs show, after all when taunted they run up to your tank and allow him and his scout buddies to whack away at them, which is stupid behaviour for a sentient being.</P> <P>I can't help that think if they changed the default behaviour of the mage pet, they would end up altering the behaviour of mobs too, which would not be a popular move in anyones eyes.</P> <P>To me a better solution would be to allow casting of root spells on your own pets, or indeed bring back the leash AA, but to leave the default behaviour alone. That would even create a degree of skill in managing mage pets which would enhance the game for some, (others will continue to complain though :smileyvery-happy: )</P><p>Message Edited by Gajet on <span class=date_text>06-23-2006</span> <span class=time_text>04:34 PM</span>
KBern
06-23-2006, 07:40 PM
<P>The main issue is if we are given a tool to use, and the mechanics of that tool makes it useless in 90% of situations....if not more....why even have it?</P> <P>It has such low hps, it cannot withstand an AOE, and if it constantly moves into AOE range, there is no use for it in many high end, and even low end encounters.</P> <P>They may as well do away with it altogether at that point.</P>
LiquidFlex
06-23-2006, 08:12 PM
<div><blockquote><hr>Gajet wrote:<div></div> <div></div><font color="#33cc00" size="3">However it does occur to me that the behaviour the mage pet shows is identical to that which caster mobs show, after all when taunted they run up to your tank and allow him and his scout buddies to whack away at them, which is stupid behaviour for a sentient being.</font> <p><font color="#33cc00" size="3">I can't help that think if they changed the default behaviour of the mage pet, they would end up altering the behaviour of mobs too, which would not be a popular move in anyones eyes.</font></p><hr></blockquote>Well, I can't help but think that idea may not be all that bad. At least it would orient the classes more towards the way they should actually cast. I agree that it seems quite silly that a mage mob will run up to you to try and box you while casting. Doesn't make much sense in my book.Haveing a mage mob stand at a distance and cast would seem more appropriate for their class. Kinda like how it should be? Maybe?Yes it would make the game a bit more difficult, but so be it I say.anyway... IMHO as always. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div>
Nainitsuj
06-25-2006, 10:28 PM
<BR> <BLOCKQUOTE> <HR> FriQenstein wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Gajet wrote:<BR> <FONT color=#33cc00 size=3>However it does occur to me that the behaviour the mage pet shows is identical to that which caster mobs show, after all when taunted they run up to your tank and allow him and his scout buddies to whack away at them, which is stupid behaviour for a sentient being.</FONT> <P><FONT color=#33cc00 size=3>I can't help that think if they changed the default behaviour of the mage pet, they would end up altering the behaviour of mobs too, which would not be a popular move in anyones eyes.</FONT></P> <HR> </BLOCKQUOTE>Well, I can't help but think that idea may not be all that bad. At least it would orient the classes more towards the way they should actually cast. I agree that it seems quite silly that a mage mob will run up to you to try and box you while casting. Doesn't make much sense in my book.<BR>Haveing a mage mob stand at a distance and cast would seem more appropriate for their class. Kinda like how it should be? Maybe?<BR><BR>Yes it would make the game a bit more difficult, but so be it I say.<BR>anyway... IMHO as always. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR><BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I agree. It never made sense to me why uber caster mobs were such idiots. Or any mob really. </P> <P>If changing how our pet behaves changes how the mobs behave, I say do it. This game is already below easy mode.</P>
Truffor
06-26-2006, 12:57 AM
<div></div><div></div>OhoOOHH !! Then will mage player caracters (and pets) have twice more hp and a 500% boost on auto attack aswell ? (...) Do you prefer calling those great ideas "PvP" or "EvE" ? Do you want to see most of the tanks reroll or leave the game ? Do you... smoke ? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Let's say let mobs be mobs and let player stuff act like players would... <div></div><p>Message Edited by Truffor on <span class=date_text>06-25-2006</span> <span class=time_text>02:03 PM</span>
LiquidFlex
06-26-2006, 01:37 AM
<div><blockquote><hr>Truffor wrote:<div></div><div></div><font size="3">OhoOOHH !!<font color="#ffff00"> Then will mage player caracters (and pets) have twice more hp and a 500% boost on auto attack aswell</font> ? (...)<font color="#ff6600"> Do you prefer calling those great ideas "PvP" or "EvE" ?</font><font color="#6633cc"> Do you want to see most of the tanks reroll or leave the game ?</font><font color="#33cc00"> Do you... smoke ? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></font> Let's say let mobs be mobs and let player stuff act like players would...</font> <div></div><hr></blockquote><font color="#ffff00">Uhh.. no. The whole point was to get them to 'act' accordingly. Not actually change the physical traits. Apples and oranges my dear friend. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><font color="#ff6600">EvE?<font color="#6633cc">Why does this even have any bearing on the topic?<font color="#33cc00">Nunya. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><font color="#ffffff">Mobs will stay mobs. And players will stay players. Doesn't mean that players can't hope that the mobs would act accordingly. It has nothing to do with physical traits as stated above. You prefer to play a game where the mobs are always dumb and just stand around looking at you with a silly expression while you beat down everything around them? Kinda reminds me of the scene from Monty Python: Holy Grail when the two guards are standing near the gate entrance drunk watching cheerfully as Lancelot runs up to them (several times) and runs them thru. (NOT attacking your post or you, just curious how you came to that conclusion) <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></font></font></font></font></font></div>
Truffor
06-26-2006, 03:16 AM
<font color="#ffff00">It's quite simple. Because mobs are dumb, the dumb mage mob has twice more hp, do auto attack damage and casts few spell just to say "hey, look, I'm mage".</font><font color="#ffff00"> </font><font color="#ffff00">If you want mobs to act accordingly (not as a player but more alike), you have to take a part of those physical traits back because it's here to cope with dumbness. That's called Player versus Environment (PvE).</font><font color="#ffff00"> </font><font color="#ff9900"> </font><font color="#ff9900">Tending to have an IA close to player gameplay is like tending to PvP gameplay. Environment versus Environment (EvE) is a pure joke. If you give your brain to mobs and mobs their physical traits to you, you can call this PvP or EvE <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></font> <font color="#9933ff"> </font><font color="#9933ff">Imagine a random player tank... mage mob root him, get to max range, nuke, snare, etc. With its actual physical traits. Want a pic ? <font color="#ffffff">For example, T7 raids are hard for most of guilds because a dumb mob has tons of HP, hit hard, and a little script is here to mobilize a part of raiding party ressources elsewhere. It's not because it runs behind a pillar, AE root, and start nuking on healers first for 10k... The way a PvE game is hard is based on physical traits of mobs, versus your way to manage your ressources and few parameters. Primo, making mobs clever will first transform the game (cya lot of players), secundo you'll have to revamp all classes (not some lazy crowd control adjustments)... Now it's quite simple, a level 70 mage mob hasn't 1450 hp !! As the mage pet is, it should play itself and better than me to earn his physical traits. So 1°) We can root it anywhere and that's all, k thx bye Devs keep your nerf or 2°) "Weee I'm a dumb mage mob, let's melee Epic AE generators" and then give it 8k HP and we'll know why. </font> </font><div></div>
LiquidFlex
06-26-2006, 05:14 AM
<div><blockquote><hr>Truffor wrote:<font color="#ffff00" size="2">It's quite simple. Because mobs are dumb, the dumb mage mob has twice more hp, do auto attack damage and casts few spell just to say "hey, look, I'm mage".</font><font color="#ffff00" size="2"> </font><font color="#ffff00" size="2">If you want mobs to act accordingly (not as a player but more alike), you have to take a part of those physical traits back because it's here to cope with dumbness. That's called Player versus Environment (PvE).</font><font color="#ffff00" size="2"> </font><font color="#ff9900" size="2"><font color="#ffffff"><font size="3">Mobs don't NEED to be dumb. And are you saying they have twice as much hp because they are mages? Then why doesn't the necro pet or regular mages since the roots are obviously useless according to you and tons of other peeps?You don't need to take back anything regarding physical traits, all I said was make a mage cast rather than run into the frey like a complete [Removed for Content].</font></font> </font><font color="#ff9900" size="2">Tending to have an IA close to player gameplay is like tending to PvP gameplay. Environment versus Environment (EvE) is a pure joke. If you give your brain to mobs and mobs their physical traits to you, you can call this PvP or EvE <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></font><font size="2"></font> <font color="#9933ff" size="2"><font color="#ffffff"><font size="3">I never said give a mob an AI close to a player, or anything about "giving them your brain". Again, I Simply said make a mage mob cast accordingly. Simple. U = Mage = Cast != melee first. End of story.And the only real difference between PvP and PvE is in PvP you get to attack other players... big deal. So what? The game isn't That much different between the 2 environments. So what exactly is an EvE? Mobs don't attack each other.</font></font> </font><font color="#9933ff"><font size="2">Imagine a random player tank... mage mob root him, get to max range, nuke, snare, etc. With its actual physical traits. Want a pic ?<font color="#ffffff"><font size="3">Again, never said anything about a mage mob rooting then running to max range. Just not running into melee at first sign of fighting. No pic needed. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></font></font></font> <font color="#ffffff" size="2">For example, T7 raids are hard for most of guilds because a dumb mob has tons of HP, hit hard, and a little script is here to mobilize a part of raiding party ressources elsewhere. It's not because it runs behind a pillar, AE root, and start nuking on healers first for 10k... The way a PvE game is hard is based on physical traits of mobs, versus your way to manage your ressources and few parameters. Primo, making mobs clever will first transform the game (cya lot of players), secundo you'll have to revamp all classes (not some lazy crowd control adjustments)... <font size="3">Again, I never said make them "clever" I just said make them "Primo" cast and then "Secundo" melee. Simple. Period.</font> Now it's quite simple, a level 70 mage mob hasn't 1450 hp !! As the mage pet is, it should play itself and better than me to earn his physical traits.<font color="#ffffff"><font size="3">Huh? Don't think I understand you here. The mage, as it is now, is not what I expect from my mage pet.</font></font> So 1°) We can root it anywhere and that's all, k thx bye Devs keep your nerf or 2°) "Weee I'm a dumb mage mob, let's melee Epic AE generators" and then give it 8k HP and we'll know why.<font color="#ffffff"><font size="3">Don't see how this fits into the conversations thats happening here...?</font></font></font> </font><div></div><hr></blockquote><font color="#ffff00"><font color="#ffffff">I dont think we are going to see eye to eye on this anytime soon. And that's fine as well.I was just simply saying that I think a mage mob should be casting from afar rather than running into the frey at first sign of battle. (Like the stupid necro mage pet currently does)</font></font></div>
Suraklin
06-26-2006, 01:57 PM
<DIV>I rarely ever use the mage pet at all. I pretty much use my tank pet at all times. I just wish my tank pet had the heal ability the mage pet has lol.</DIV>
Truffor
06-26-2006, 03:06 PM
<blockquote><hr>FriQenstein wrote:<div>Mobs don't NEED to be dumb. And are you saying they have twice as much hp because they are mages? Then why doesn't the necro pet or regular mages since the roots are obviously useless according to you and tons of other peeps?You don't need to take back anything regarding physical traits, all I said was make a mage cast rather than run into the frey like a complete [Removed for Content].<font color="#ffff00"><font color="#ffffff"> </font></font></div><hr></blockquote>No no no noooo. They have twice more HP because they are dumb. All mobs have far more HP than player caracters because they are dumb. If you play a game with your little sister you take an handicap to be fair. Handicap here is mobs physical traits. Put Necro mobs as dumb as they are with a player HP pool, you own it in 3 secs. Can't you understand that !? Now if you want them to act accordingly : nuking only from where they are, you make them "a bit" more efficient then you have to reduce that handicap. Call this less dumb or a bit more clever, that is the same. Rooting mage pet is a way to say him to stay at a place where he nukes from, nothing with actual root spell you may use. Our Master 70 mage pet has 1415hp now try to guess by yourself, I give up. <div></div>
Nainitsuj
06-26-2006, 06:35 PM
<BR> <BLOCKQUOTE> <HR> Truffor wrote:<BR> OhoOOHH !!<BR><BR>Then will mage player caracters (and pets) have twice more hp and a 500% boost on auto attack aswell ? (...)<BR><BR>Do you prefer calling those great ideas "PvP" or "EvE" ?<BR>Do you want to see most of the tanks reroll or leave the game ?<BR>Do you... smoke ? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR><BR>Let's say let mobs be mobs and let player stuff act like players would...<BR><BR> <P>Message Edited by Truffor on <SPAN class=date_text>06-25-2006</SPAN> <SPAN class=time_text>02:03 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P>It'll be PvP when I have a human opponent. Until then it will always be PvE. No matter how smart the AI is. The downside to the AI is that it can't learn.<BR>Coudn't give a [expletive haxx0red by Raijinn] about other people<BR>Nope</P> <P>How 'bout we make mobs similar to players, same tactics and all. However they increase our tools. Any [Removed for Content] can push auto attack and win. They do it daily.</P> <P>If I get rooted by a mob then nuked, the next time I fight the mob I will stun it then nuke it first. It's kind of like necros who complain PvP vs wizards is unfair. Once they learn that tank pet + defense mode = greater chance of not being nuked, they stop their god [expletive haxx0red by Raijinn] [expletive haxx0red by Raijinn]ing.<BR></P>
Truffor
06-26-2006, 08:04 PM
Some classes can't do much when rooted, don't try to see how solo could be less easy as a necro and ignore all others... <div></div>
LiquidFlex
06-26-2006, 11:42 PM
<div><blockquote><hr><font size="2">Truffor wrote:</font><font size="2">Handicap here is mobs physical traits. Put Necro mobs as dumb as they are with a player HP pool, you own it in 3 secs. Can't you understand that !?<font color="#ffff00"><font size="3">Yes I 'understand' you perfectly. Still doesn't mean anything. Just because a mage mob 'should' stand at a distance doesn't mean it needs to have it's hitpoints reduced. It will still melee once you reach it. I understand what you are saying, I just don't agree. The game doesn't have to be concidered difficult just because you add HPs to mobs. That isn't dumb mobs, thats just dumb game planning. imho</font></font>Now if you want them to act accordingly : nuking only from where they are, you make them "a bit" more efficient then you have to reduce that handicap. Call this less dumb or a bit more clever, that is the same.<font color="#ffff00"><font size="3">Ok, well in this sense, now that roots aren't what they used to be, and you basically can't run from a mob due to social and other adds, shouldn't a player have their 'physical traits' adjusted accordingly?</font></font> Rooting mage pet is a way to say him to stay at a place where he nukes from, nothing with actual root spell you may use.<font color="#ffff00"><font size="3">Rooting the mage pet doesn't work. At least not efficiently enough.</font></font> Our Master 70 mage pet has 1415hp now try to guess by yourself, I give up.</font> <font color="#ffff00"><font size="3">Try to guess what? is this actually a sentence?</font></font><div></div><hr></blockquote>At any rate, it's no matter. SoE won't change the mob tactics, or AI, or 'brain' or whatever you wanna call it. And the mentality that a game is hard only because mobs have HPs is kinda shallow in my book. Just because players may want a bit of AI in their mobs doesn't mean it automatically changes the gameplay from PvE to PvP or EvE or whatever. It's the 'cookiecutter' ideas that are what's lacking.</div>
Nainitsuj
06-27-2006, 07:26 AM
<BR> <BLOCKQUOTE> <HR> Truffor wrote:<BR>Some classes can't do much when rooted, don't try to see how solo could be less easy as a necro and ignore all others...<BR> <BR> <HR> </BLOCKQUOTE><BR>They gotta deal with it anyways. Think a mage on the PvP servers isn't gonna use root on a tank because the tank can't do much?
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