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View Full Version : Buggy Pathing Post GU60


aislynn00
06-10-2011, 08:22 AM
<p>Could you please undo the pathing "fixes" that went in with the latest Game Update.  We still experience erratic pathing, only now, mobs also frequently warp, which is much worse. </p><p>As an example, our guild has been unable to kill Legatus Prime Mikill (Challenge) since GU60 specifically because of the new pathing logic: after a few seconds, the named warps <em>ahead</em> of the tank (i.e., covers way more distance than it should be able to in a split second), thus rendering it either very hard or downright impossible for the tank to get the mob moving again before it uses its raid-wipe AE. </p><p>For the record, we had said named on farm status prior to GU60, and we have ruled out any lag-related issues.</p><p>Do note, the issue isn't just limited to one mob.  Another example of a fight that has become a lot more challenging because of the pathing/warping is Statue of Rallos Zek.</p>

Ferunnia
06-10-2011, 02:54 PM
If you were doing statue before he's still a joke if your tanks don't suck at moving themselves rather than making the mob move. Mikill I will agree is a PITA now, but he's still doable, again, if your tank didn't suck at moving him before.

aislynn00
06-14-2011, 10:11 PM
<p>Any developer update on this?</p>

DeciimusTiger
06-15-2011, 05:08 PM
<p>Doable or not - its obviously a broken mechanic now. RZ warps directly on top of the raid every so often and sometimes you can recover and keep plugging away, sometimes not... but it's just a major annoyance when you plan for a 5-10 minute encounter and end up wiping twice because he warps away from the tank and directly on top of the raid and ends up taking an hour.</p><p>I agree with the OP - mechanic should just be removed until it's fixed.</p>