View Full Version : Splitpaw Mobs While Aggro are not Social
Picknose
07-07-2005, 07:53 AM
<DIV>The D'Morte mobs are social, in other words if I pull a mob while close to another the others add to the fight. In Splitpaw they do not add unless close to me. I think Splitpaw Mobs are too easy without social interaction. You have them pathing correctly past group mobs but I can pull roamers in the middle of a group of gnolls with no worries about pulling the house. Right now I can run a splitpaw dungeon on the hardest level with two chars and work my way to the den with no porblems.</DIV> <DIV> </DIV> <DIV>Just my 2cp</DIV> <DIV> </DIV> <DIV>BB</DIV> <DIV> </DIV>
EtoilePirate
07-07-2005, 08:14 AM
<P>I like it, heh. A lot of toon types simply cannot handle adds at ALL. Like me, until extraordinarily recently. In fact I still haven't done D'Morte because the last time I tried (at 38, which, granted, was now 6 levels ago) I couldn't take grey adds without needing to evac.</P> <P>Last time I honestly tried to fight the Upper Tunnels, Osen and I kept having fierce trouble from adds -- not social adds, but flicker mobs, popping mobs, and the rest. I remember we died at least once. Maybe it's easy for a tank but others have enough on their plate, hehe.</P>
Ceruline
07-07-2005, 06:16 PM
<DIV>Splitpaw aggro radius is lower than normal due to all the tunnels. The problem, as I remember, is that with normal aggro radius, you'd get all sorts of aggro through walls of tunnels. There's reasonable challenge in not getting adds, and then there's horrible frustration from getting adds of things that while linearly close, are actually down a twisty tunnel a few hundred meters.</DIV> <DIV> </DIV> <DIV>The relative nonreactiveness of mobs in Splitpaw is that way, I think, because when they weren't it made the place insanely buggy and frustrating, aggro wise. It's still not an easy zone, and someone who is careless is going to wipe.</DIV>
Ceruline
07-07-2005, 06:19 PM
<DIV>Rereading the post, I'm not sure what the problem you're describing is... I don't think I've ever encountered a situation where an unlinked mob was aggroing because I pulled a roamer through it, in Splitpaw or elsewhere. I've always experienced EQ2 as being strictly encounter based - you pull a member of an encounter, you only get them, unless you do something else to aggro the friends. Are you saying that in bloodlines it doesn't work like this?</DIV>
Oakwood
07-07-2005, 06:28 PM
There are a small number of places it doesnt work like this. Runnyeye is another example. But it is pretty rare.
bcbroom
07-08-2005, 02:24 AM
<P>I've seen it happen with gnolls in antonica (this was a few months ago, so don't know if it still is). I pulled a ^^ gnoll in archer wood, and he was close to another one...we got two.</P> <P>Also some of the faries in EL worked like this, there was a time when there were two solo faries (of different levels...and this was before the linked pairs started showing up) that spawned too close to each other....they stayed that way for about a week. You couldn't pull just one of them because of how close they were.</P>
Picknose
07-08-2005, 05:00 AM
<P>In the D'Morte Burial Chambers, if I pull a single mob, who is near another mob (not linked to it), the other mob comes with it. That is called Social.</P> <P> </P> <P>In Split Paw I can pull a roamer and it run right through a group and they ignore the arrow in his head and stay put.</P> <P> </P> <P>They have the mobs in Paw pathing where a carefull person could pull singles, much like in D'Morte. </P> <P> </P> <P>That would be more of a challenge, and make the risk more equal the excellent rewards in the zones.</P> <P> </P> <P>just my 2cp</P> <P> </P> <P>BB</P> <P> </P> <P> </P>
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