View Full Version : Getting Mandate just by entering the room with the key mob...
<p>Yes I know blah blah blah soloers don't have rights to 1 extra shard or mark a day blah blah blah <img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>So I just ignore the key mob when soloing old instances.</p><p>Well today as soon as I ported up to floor two of EL I was getting hit by mandate. I hadn't even killed any mobs in the room and I was getting hit by the lamest idea the devs have ever had.</p><p>Stopping us from getting that<strong> oh so game breaking</strong> extra shard or mark is fine. But mandate is broken if it stops you from continueing the zone if you leave the key-mob alone.</p><p>Fix please.</p>
<p>Leaving the instance and coming back in fixed it... but its still way annoying that you keep adding blocks to this game or nerf stuff due to people whining.</p>
Lcneed
05-19-2011, 03:43 PM
<p>Sometime when I get really angry, I just pull out the <a name="68812">Wand of Obliteration and bye bye key mob... hello Mark! :p That's if I manage to target the mob fire off the spell.</a></p>
The_Cheeseman
05-20-2011, 06:14 AM
<p>I can't use the words I would choose to employ to describe Mandate on these boards, but I will say this: the developers should be ashamed that they would allow such a heavy-handed mechanic as this to go live. In my decades of RPG gaming, the one primary point that has always resonated among game designers is to not railroad your players. Mandate may as well include a soundbite of the dev team saying, "F*** you, we say you will NEVER solo this MOB! Now play the game how WE tell you, or [Removed for Content]!"</p><p>I feel personally insulted every single time I receive the Mandate debuff. I would prefer they completely remove the concept of chests and key MOBs then to allow Mandate to remain. The concept of Mandate is just totally game-breaking. Why should some trivial MOB, often not even a heroic, have the power to render my character competely powerless with a single effect that I have absolutely no defense against? If I can defeat the hordes of heroics on my way through the dungeon (at-level, not gray), I darn well deserve whatever rewards are available in that dungeon. I certainly don't deserve to be persecuted just because I have achieved sufficient power to solo a heroic zone.</p><p>Heck, I don't even care about the shard chest, but in some zones, such as Befallen: Caverns of the Afflicted, it's impossible to avoid coming into contact with the key MOB if you wish to deal with the sub-boss. Not to mention the fact that, once you get hit by Mandate in CotA, you are unable to climb up the rope to reach the entrance, so all you can do is stand there, helpless, while this trivial MOB takes his sweet time beating you to death. You can guess how enjoyable an experience THAT is, especially on a character who makes a hobby out of soloing Ward of Elements, the Kunark Domini, and other MOBs that make that stupid Jesterling look like a pansy.</p><p>Anyway, I think I've made my point.</p>
Kunaak
05-21-2011, 06:59 PM
<p>the idea is to keep you from soloing old zones.</p><p>isnt that kinda obvious?</p><p>have a mage or healer with you, you can do it.</p><p>6-15 plat for 2 min work, is something I dont assume the devs would like to watch get out of hand. if mandate wasnt there, I could clear about 10-20 zones a day, for a few hundred plat - all to myself, with barely any work needed, as the mobs are trivial by 90, and new gear is very powerful in comparison to old gear.</p><p>now you have a person like me, with many toons, most very well geared from instances and PQs, as well as my raid toons.... do this many time a day across many toons, I could pull in hundreds of plat a day....</p><p>if mandate wasnt there.</p><p>all from so little effort too.</p>
Notsovilepriest
05-22-2011, 09:59 PM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I can't use the words I would choose to employ to describe Mandate on these boards, but I will say this: the developers should be ashamed that they would allow such a heavy-handed mechanic as this to go live. In my decades of RPG gaming, the one primary point that has always resonated among game designers is to not railroad your players. Mandate may as well include a soundbite of the dev team saying, "F*** you, we say you will NEVER solo this MOB! Now play the game how WE tell you, or [Removed for Content]!"</p><p>I feel personally insulted every single time I receive the Mandate debuff. I would prefer they completely remove the concept of chests and key MOBs then to allow Mandate to remain. The concept of Mandate is just totally game-breaking. Why should some trivial MOB, often not even a heroic, have the power to render my character competely powerless with a single effect that I have absolutely no defense against? If I can defeat the hordes of heroics on my way through the dungeon (at-level, not gray), I darn well deserve whatever rewards are available in that dungeon. I certainly don't deserve to be persecuted just because I have achieved sufficient power to solo a heroic zone.</p><p>Heck, I don't even care about the shard chest, but in some zones, such as Befallen: Caverns of the Afflicted, it's impossible to avoid coming into contact with the key MOB if you wish to deal with the sub-boss. Not to mention the fact that, once you get hit by Mandate in CotA, you are unable to climb up the rope to reach the entrance, so all you can do is stand there, helpless, while this trivial MOB takes his sweet time beating you to death. You can guess how enjoyable an experience THAT is, especially on a character who makes a hobby out of soloing Ward of Elements, the Kunark Domini, and other MOBs that make that stupid Jesterling look like a pansy.</p><p>Anyway, I think I've made my point.</p></blockquote><p>How dare a heroic instance require 2 characters?</p>
The_Cheeseman
05-23-2011, 12:05 AM
<p>I have absolutely no problem with an instance requiring two or more characters. The only aspect I take issue with is the fact that it only requires a second character because of a single spell that was specifically designed to prevent soloers from killing a particular MOB. I love a challenge, that is why I have spent over 6 years developing a character to overcome such challenges. I feel my annoyance is justified when I find my years of practice and preparation rendered moot by a single, heavy-handed, artificial roadblock. Designing an encounter that is sufficiently challenging that I need to bring friends to defeat it is good design. Creating a spell the sole purpose of which is to prevent a person from defeating an encounter regardless of their power and skill is terrible design, and I will not accept it quietly. I'd much rather they employ some sort of trivial loot code that prevents the key from dropping unless there are a pre-determined number of characters in the group. At least then I would not be subjected to the humiliation of being slowly nickle-and-dimed to death by a trivial MOB while I stand there helpless. That is not why I play a heroic fantasy MMO.</p>
Notsovilepriest
05-23-2011, 01:55 AM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I have absolutely no problem with an instance requiring two or more characters. The only aspect I take issue with is the fact that it only requires a second character because of a single spell that was specifically designed to prevent soloers from killing a particular MOB. I love a challenge, that is why I have spent over 6 years developing a character to overcome such challenges. I feel my annoyance is justified when I find my years of practice and preparation rendered moot by a single, heavy-handed, artificial roadblock. Designing an encounter that is sufficiently challenging that I need to bring friends to defeat it is good design. Creating a spell the sole purpose of which is to prevent a person from defeating an encounter regardless of their power and skill is terrible design, and I will not accept it quietly. I'd much rather they employ some sort of trivial loot code that prevents the key from dropping unless there are a pre-determined number of characters in the group. At least then I would not be subjected to the humiliation of being slowly nickle-and-dimed to death by a trivial MOB while I stand there helpless. That is not why I play a heroic fantasy MMO.</p></blockquote><p>This whole post is a contradiction. You dont' care it actually takes 2 or more to do a heroic instance, but the fact that they do irriates you....I mean think about it.</p>
Vortexelemental
05-23-2011, 03:52 AM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I have absolutely no problem with an instance requiring two or more characters. The only aspect I take issue with is the fact that it only requires a second character because of a single spell that was specifically designed to prevent soloers from killing a particular MOB. I love a challenge, that is why I have spent over 6 years developing a character to overcome such challenges. I feel my annoyance is justified when I find my years of practice and preparation rendered moot by a single, heavy-handed, artificial roadblock. Designing an encounter that is sufficiently challenging that I need to bring friends to defeat it is good design. Creating a spell the sole purpose of which is to prevent a person from defeating an encounter regardless of their power and skill is terrible design, and I will not accept it quietly. I'd much rather they employ some sort of trivial loot code that prevents the key from dropping unless there are a pre-determined number of characters in the group. At least then I would not be subjected to the humiliation of being slowly nickle-and-dimed to death by a trivial MOB while I stand there helpless. That is not why I play a heroic fantasy MMO.</p></blockquote><p>This whole post is a contradiction. You dont' care it actually takes 2 or more to do a heroic instance, but the fact that they do irriates you....I mean think about it.</p></blockquote><p>Nope, you just need to learn to read. OH, HAI, btw.</p><p>He says Skillz = All.</p><p>Pointless mechanics = 0.</p>
Lcneed
05-23-2011, 11:35 AM
<p>I thought the original purpose was not really to prevent soloer but more to prevent player who normally could not solo to the key mob but got there by FD. Why don't they just put the key on a boss?</p><p>And with key mob is easily being instant kill with <a name="68812">Wand of Obliteration (50SC per 3 charges... with triple SC coming up... it is like a nickel per key mob), so what is the point of Mandate?</a></p><p>BTW, if you get hit by Mandate, you can't even zone out in some zones. The only way to get rid of it is to camp out.</p>
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