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View Full Version : Horse Issues With Combat


Eilean Don
01-15-2005, 09:53 AM
<DIV>Ok, I'm not one to complain, but has anyone else noticed that their horse is EXTREMELY slower in combat than usual?  A couple guild members and I noticed that I can no longer run from a fight (even with melee combat disengaged) unless I call for help.  However, I used to be able to do this before no problem.  I believe that our horse speed in combat has been nerfed completely AND if SOE planned on doing something like this, they should have told us.  I was mobbed 3 times today while in combat and died each time because of it (couldn't run away fast enough).  If the horse spell is truly just a fluff spell, they should let pally horses sprint as fast as other chars can sprint so that we can escape combat as well.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Wynne</DIV> <DIV>Level 24 Paladin</DIV> <DIV>Mistmoore Server</DIV>

Seomon
01-15-2005, 09:57 AM
<B>ALL</B> speed buffs (and yes, this includes the horse) are removed while in combat. It's always been like this.

Ay
01-15-2005, 12:06 PM
There seem to have been significant changes to mob speeds since last patch. Previous to the patch I could break from combat and escape with maybe one hit on my back. After patch I'm average 3-8 hits from mobs while I run. This data is only relating to combat after the encounter is broken. I've noticed the same thing on my non-pal alts without horses. This appears to be the case across the board on all mobs. With my scout alt at level 14 I've never died. Since patch I've died probably 12 times. Something went screwy with combat break timing somewhere.

Kalvarin
01-15-2005, 12:36 PM
Nope -- timing exactly the same here.

SK_Phantas
01-15-2005, 08:15 PM
<DIV>Seems the same to me too.</DIV> <DIV> </DIV> <DIV>And since the speed buff on the horse was never intended, I wouldnt press your luck here. Keep complaining and they might pull it all together.</DIV>

Eilean Don
01-16-2005, 12:54 AM
<DIV>Oh well, my guild members and I tested this theory a lot and we have determined that the timers are definitely screwy.  Same thing happened to me.  I'm happy to see that I'm not the only one with this problem <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>-Wynne</DIV>

Nitz_McFish
01-16-2005, 05:02 AM
<DIV><A href="http://eqiiforums.station.sony.com/eq2/view_profile?user.id=703" target=_blank><SPAN>Seomon</SPAN></A> is right, has always been that way. I run around and pull on my horse but as soon as you get in a fight you go back to running speed, even on horse.</DIV>

Ma
01-18-2005, 10:32 PM
<DIV>Whats the big deal?</DIV> <DIV> </DIV> <DIV>If youre running from a fight then just hit Yell for help?!</DIV>

Ampedov
01-18-2005, 11:26 PM
The point being made here is that some people, including myself, noticed that before you could always outrun the mobs while in combat mode whether a bug or a feature. This made it easier to avoid damage while pulling back to group. Now, it's been nerfed. No real biggie but definitely seems to have changed.

T'lk
01-19-2005, 12:49 AM
<DIV>I woudl agree that if it was changed they should of mentioned it, stealth changes are a terrible idea in my mind. If it is to fix an exploit it is one thing, but to speed up the mobs, or slow down the speed enhancements of players, that should be made well known simply because there are repercussions to the change.</DIV>

Nunc
01-19-2005, 08:26 PM
<DIV>There does not seem to be any changes to me but we still have that break away problem if getting out of combat. </DIV>

Eats
02-08-2005, 04:49 PM
yer never supposed to be able to outrun a mob if yer still engaged in combat. ( they actively wanted to remove kiteing from eq2 since it was such a tactical advantage in eq1 ).