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Old Jun 27, 2005, 03:47 AM // 03:47   #21
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Count my signature in!

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Old Jun 27, 2005, 03:59 AM // 03:59   #22
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I just want to add a thought here... this is not only for the sake of safely exploring an area, but also something I loved in pre-searing was getting really close to the charr and devourers to look at them... and it looks cool to walk through large groups of them too.
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Old Jun 27, 2005, 04:08 AM // 04:08   #23
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GRRRRRREAT idea.

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Old Jun 27, 2005, 04:08 AM // 04:08   #24
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i understand why you all like this, but i have to say, i dont, because i also can find a challenge in making a build that gets me through an area quick, where i dont want to be bothered by the mobs anymore.

but i think the ranger could have some aggro lowering skills... no problem implementing those... they simply wouldnt work in pvp... or maybe they would: when you cycle through the targets using TAB there is a chance the ranger wont get targetted.... well suddenly i see a lot of mo/r's.... no just kidding.... only for pve

or maybe make it class independent but i think this is a skill that would suit the ranger class
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Old Jun 27, 2005, 08:16 AM // 08:16   #25
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Old Jun 27, 2005, 08:52 AM // 08:52   #26
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/signed.

As for builds to get through areas quick, not hard, speed skill, dodge skill, speed skill and just run, for ranger and warrior it is easy, mesmer and elementalist have a couple of nice speed skills, and they have made it easier since original release, chasing mobs stop chasing when you reach the next mobs aggro zone, before they would just chase you till you zoned. (which was much harder)
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Old Jun 27, 2005, 09:11 AM // 09:11   #27
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It would be nice for dye farmers! /Signed
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Old Jun 27, 2005, 10:45 AM // 10:45   #28
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I'm not sure. Great from a gameplay perspective, as I find that annoying too. I mean, from an atmospheric point of view it wouldn't make much sense, especially if it's the Charr we're talking about. Charr are, from what we know of them, likely to attack any human on sight, regardless of circumstances. Why would they suddenly... like... not? Warrior-to-warrior respect? And Devourers are mindless animals, they have no reason not to.

Sure, you could say that it's animal instinct. That animal is simply too weak to attack such a strong human, so it runs away instead! But if they were in a large enough mob to pose a threat that still wouldn't make sense.

I think it would be better to have a 'minimum experience' imposed. Either in terms of how much experience you get from killing something (an experience 'cap', say), or by having all monsters in an instance level up at the same rate as you do. The latter one would keep some areas like Ascalon remotely challenging even after you levelled way past them, as well as stopping it from seem so pointless. Or just by having certain monsters agro whatever level they are, but others just ignore you after a point.
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Old Jun 27, 2005, 11:00 AM // 11:00   #29
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They already have a min xp inplace, you get 0xp for stuff that you are 10 levels above, infact it maybe less than that.
It wouldn't make that much of a diff, if you do go to areas that are 10 lvls less than you it is a walk in the park. You do approx 200% more damage.
Your points are good though, but the levels would need reworking.
I.e if you are 3+ levels greater than creature x creature does not attack if the creature is solo. If in group then attack unless 10 lvls less.
If in group and last remaining member, run away and shout for help, get the nearest mob of same type creatures and lead them to party.
That could actually be fun, you battle 5 devourers, the last one runs off to get more devourers, you give chase, and then either you fight the next devourer mob, which has 1 extra member or you bump into a mob of a different sort, maybe spiders then you battle spiders and half way through the battle the devourer returns with allies.
That would add some spice to the mix and rangers / distance weapons would be more useful as would slows and cripples to stop the fleeing critters.
It would allow you to explore areas alittle easier.
Another tweak they could add is that if one 1 creature and that creature in not static seek other creatures of same type. Then you would have to make a choice, kill it while it is non hostile and solo or leave it alone and run the risk of it finding others and mobing you later.
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Old Jun 27, 2005, 11:13 AM // 11:13   #30
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/signed (should be easy to implement aswell i think)
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