View Full Version : Were KOS mobs not tweaked correctly?
Twofeets
11-16-2006, 08:58 PM
I havent done much hunting in EOF yet, but talking to friends they say its not much different as pre-expansion. Sure, their numbers are a bit lower, but they're still effective.My 70 pally, a 70 wizzie, and a 70 fury run together alot. We went back to Bonemire to do some KOS content and were struggling big time. We're not uber (Pally is in some relic, rest legendary, mit 5200 self buffed pre-expansion, 4600 self buffed now), but we're decently outfitted.What we've found just running around...The 3 ghosts at the entrance to Carrior Briar, 3 blue con double downarrow mobs, solo encounter. Took 2 pally AEs (700pts a shot), 2 wizzie AEs (300/tick), and a fury AE (2300 a shot) to kill the 3 ghosts. It seems they have more life, and they resist us a ton! This was a blue solo encounter.Fighting the fetidthorns, level 69-70 ^^^, the trees were able to knock my pally to half health in 1-2 shots. I was in defensive stance (Master1) and shield and 1hander.The worse part is why this was going on, I watched a 70 wiz solo The Carnivorgorian (71 ^^^). Took him awhile, but he did it. Seems to me the recent changes really killed a lot of tanks (at least in KOS zones), and while it may have affected casters, it wasnt nearly to the same degree (I know our wizzie and fury still nuke for nearly the same amount). Not screaming nerf, just wondering if they messed up somewhere, at least in the KOS zones.<div></div>
Ryugu
11-16-2006, 09:53 PM
no mobs were 'tweaked correctly', melee classes took a hard hit, mostly fighters, our mit, and resists got 'scaled down' AKA nurfed. Our defensive stance is pointless....Casters barely took a hard hit like fighters did. Heck, you dont even have fizzles anymore. SOE messed up, they scaled everything except the monsters down.<div></div>
BarrowBott
11-16-2006, 10:02 PM
It's not just KoS, it appears to be the older content as well. EoF mobs seem fine though.
IllusiveThoughts
11-16-2006, 10:46 PM
<BR> <BLOCKQUOTE> <HR> Twofeets wrote:<BR><BR>The worse part is why this was going on, I watched a 70 wiz solo The Carnivorgorian (71 ^^^). Took him awhile, but he did it. <BR> <BR> <HR> </BLOCKQUOTE> <P>that wizard was most likely in full fabled with masters. he's much much harder to kill now, and can not be downed in crap treasured gear like yellow named could before. AND he was probably using line of sight to not get nuked on while he waited on spell refreshes(most likely ice nova / root)</P> <P> </P>
valkyrja
11-16-2006, 11:04 PM
<div><blockquote><hr>Ryugu wrote:no mobs were 'tweaked correctly', melee classes took a hard hit, mostly fighters, our mit, and resists got 'scaled down' AKA nurfed. Our defensive stance is pointless....Casters barely took a hard hit like fighters did. Heck, you dont even have fizzles anymore. SOE messed up, they scaled everything except the monsters down.<div></div><hr></blockquote>He didn't get hit hard, but I do get whooped much harder than before. And yes we lost fizzles, but in place of them we get hammered with interupts. And when your entire ability to solo is keeping your enemy rooted, this proves to be very irritating.</div>
Twofeets
11-16-2006, 11:24 PM
<div></div><div><blockquote><hr>sparql wrote:<div><blockquote><hr>Ryugu wrote:no mobs were 'tweaked correctly', melee classes took a hard hit, mostly fighters, our mit, and resists got 'scaled down' AKA nurfed. Our defensive stance is pointless....Casters barely took a hard hit like fighters did. Heck, you dont even have fizzles anymore. SOE messed up, they scaled everything except the monsters down.<div></div><hr></blockquote>He didn't get hit hard, but I do get whooped much harder than before. And yes we lost fizzles, but in place of them we get hammered with interupts. And when your entire ability to solo is keeping your enemy rooted, this proves to be very irritating.</div><hr></blockquote><p><b><span>NPC Changes</span></b></p><p><span>- All NPC's have had the variance on their auto-attack damage narrowed. A mob who had a base damage value of 100 could swing between 50 and 150 points in the damage they dealt. Now that same mob would be swinging between 75 and 125 points.</span></p><p><span>- Gray, Green, and Blue mobs can now present a bit more of a threat than they could previously.</span></p><p><span>- High Yellow and </span><span>Orange</span><span> mobs are slightly less difficult than they were previously.</span></p><p><span>- The overall damage modifier on auto-attack for most epic mobs has been reduced to bring them in line with the new combat system modifications.</span></p><p><span>- Nearly all damage immunities on creatures have been removed. Many still remain highly resistant to certain types of damage and spells but immunities should be quite rare.</span></p><p><span></span></p><p><span>From what I read, the mobs damage spikes should have been less not more!. A blue or even con ^^^ hitting a legendary/fabled pally for half of his life in one shot is a bit much!</span></p><p><span></span></p><p><span>Hell, lets just form groups this way from now one....1 mystic, 5 DPS.</span></p><p><span></span></p><p><span></span></p></div>
Mabes
11-17-2006, 12:51 AM
I agree, the spike damage seems to be way higher now than before, our raid MT would be in green with all wards/HoTs/reactives, and would often jump to yellow or red in an instant. The only thing I can think of is that they expect us to get adornments and stuff to all our equipment to get back up to the skill level we were at pre-eof launch.
Arraza
11-17-2006, 09:30 AM
I just bugged labs... we have made many runs through labs with out current raid setup, we went in tonight and struggled with each mob, and just could not make it past even the slavering alzid. Something is definately wrong with labs.
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