Nov 12, 2005, 04:11 AM // 04:11
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#1161
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Lion's Arch Merchant
Join Date: Aug 2005
Location: Tampa, Florida
Guild: Sticks and Stones
Profession: R/Rt
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Well, I had to go and see it for myself. Ran a few areas with my fire-nuker, leaving my skill bar as it was. Took all henchmen, including Orion for good measure.
If anything, it seems as if the monsters are easier to kill, when you catch them. Don't they take a penalty when you hit them running away? And they are not all in your face at the same time.
A negative is the henchmen even more apt to get themselves (and you) in trouble by chasing monsters through traps, and poison water, and aggroing additional mobs.
Playing alone, it seems more enjoyable, but then about 95% of my gaming has been of the FPS variety, and this now seems to be a hybrid of that. The bottom line for me is how the rest of the team/family sees it. The jury is still out.
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Nov 12, 2005, 04:24 AM // 04:24
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#1162
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Teenager with attitude
Join Date: Jul 2005
Guild: Fifteen Over Fifty [Rare]
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Well, new update.
Update - Friday, November 11
* Improved and corrected problems with Monster and Henchmen AI
* Fixed Dark Bond so that it no longer diverts damage to dead minions
* Fixed a bug that could return players to the login screen when they attempted to create a new character
* Changed the portal from the Tombs of the Primeval Kings so that it no longer divides parties
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Nov 12, 2005, 04:25 AM // 04:25
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#1163
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Banned
Join Date: Jun 2005
Location: nyc
Guild: Chaos Muffinz
Profession: W/R
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Quote:
Originally Posted by Savio
Well, new update.
Update - Friday, November 11
* Improved and corrected problems with Monster and Henchmen AI
* Fixed Dark Bond so that it no longer diverts damage to dead minions
* Fixed a bug that could return players to the login screen when they attempted to create a new character
* Changed the portal from the Tombs of the Primeval Kings so that it no longer divides parties
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hah maby those petitions worked
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Nov 12, 2005, 04:27 AM // 04:27
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#1164
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Frost Gate Guardian
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i wonder what they mean by "improved"
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Nov 12, 2005, 04:27 AM // 04:27
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#1165
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Krytan Explorer
Join Date: May 2005
Location: Ohio, USA
Profession: W/Mo
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Bravo, thanks Anet/NCSoft for listening. I do appreciate it!
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Nov 12, 2005, 04:27 AM // 04:27
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#1166
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Savio
Well, new update.
Update - Friday, November 11
* Improved and corrected problems with Monster and Henchmen AI
* Fixed Dark Bond so that it no longer diverts damage to dead minions
* Fixed a bug that could return players to the login screen when they attempted to create a new character
* Changed the portal from the Tombs of the Primeval Kings so that it no longer divides parties
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good to see dark bond FINALLY fixed. though my necro ejoyed it but still way overpowered.
don't know what "improvements" they have made but nice to see corrected in that statement. maybe now the henches don't run like little wussies.
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Nov 12, 2005, 04:29 AM // 04:29
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#1167
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Frost Gate Guardian
Join Date: Jun 2005
Guild: Moa Birds
Profession: W/E
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Very impressive with the turnaround.
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Nov 12, 2005, 04:30 AM // 04:30
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#1168
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Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
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did the update change the fact monsters run from aoe attacks?
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Nov 12, 2005, 04:31 AM // 04:31
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#1169
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Banned
Join Date: Nov 2005
Profession: E/Me
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Quote:
Originally Posted by Mister Overhill
Well, I had to go and see it for myself. Ran a few areas with my fire-nuker, leaving my skill bar as it was. Took all henchmen, including Orion for good measure.
If anything, it seems as if the monsters are easier to kill, when you catch them. Don't they take a penalty when you hit them running away? And they are not all in your face at the same time.
A negative is the henchmen even more apt to get themselves (and you) in trouble by chasing monsters through traps, and poison water, and aggroing additional mobs.
Playing alone, it seems more enjoyable, but then about 95% of my gaming has been of the FPS variety, and this now seems to be a hybrid of that. The bottom line for me is how the rest of the team/family sees it. The jury is still out.
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It's pretty obvious the AOE spells are there to be used as they were to be used before this patch.
Sure, the game is still playable, but what is the point of a spell that does X damage every ten seconds if no monster will ever be within it's range for more than MAYBE 2 seconds.(if you know how to trap a monster good for you)
Something got rushed in a hurry, the entire mechanics of the game changed overnight, with no warning, and is even buggy by some reports, monsters flee before taking damage or when casting just starts. Monsters run away and into something, then jsut stop.
Something is wrong, and if it's not set back and/or readjusted soon, something is really really wrong. Word will get out, people will stop buying GW.
Think Ninja Gaiden for XBOX, I never played it because every review I found said it was killer hard.
I sincerely hope the RPG business isn't going into the concept car route. Either you love it or hate it. Screw you if you don't like it.
I kinda figured the RPG crowd was already a small enough market.
OK, some of that was rant and spam, but ooh well.
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Nov 12, 2005, 04:36 AM // 04:36
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#1170
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Lion's Arch Merchant
Join Date: Nov 2005
Location: The Dark Side of the Moon....and I'm goin' back real soon
Guild: Guildless
Profession: R/Mo
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update 11 nov
this update is a very good improvment...Ive switched back to AoE and now they hang around for a little longer...until they are like "hey...Im getting nailed by fire...Im outta here"...seems a LOT more reasonable...
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Nov 12, 2005, 04:37 AM // 04:37
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#1172
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by DeathDealer
this update is a very good improvment...Ive switched back to AoE and now they hang around for a little longer...until they are like "hey...Im getting nailed by fire...Im outta here"...seems a LOT more reasonable...
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HAHAHAHA!!!!
imagine all the people that have deleted their eles already.
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Nov 12, 2005, 04:38 AM // 04:38
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#1173
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Lion's Arch Merchant
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meteor storm still wont work the way it used to, mind you
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Nov 12, 2005, 04:38 AM // 04:38
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#1174
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Lion's Arch Merchant
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Quote:
Originally Posted by twicky_kid
HAHAHAHA!!!!
imagine all the people that have deleted their eles already.
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yea, which is probably most of the ones who played Ech0 n00kers =p
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Nov 12, 2005, 04:39 AM // 04:39
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#1175
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Academy Page
Join Date: Oct 2005
Location: Oklahoma, US
Profession: E/Me
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Quote:
Originally Posted by dargon
Lets see, snares...
Ele: about 33% of the water line, plus a couple in earth
Mes: Crippling Anguish, Ethereal Burden, Imagined Burden
Monk: none
Necro: none
Ran: maiming strike, pin down, barbed trap, spike trap, muddy terrain
War: axe rake, hamstring
Looks to me like only 1 in 25 possible class combos (I'm counting Mon/Nec = Nec/Mon, etc) has atleast 1 form of snare in the primary or secondary class and none of the snares makes use of a classes primary attribute.
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Even if snares are 33% of the water line, using water snares with fire nukes is very ineffective, with the high combined energy cost and short slowdown of the water snares.
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Nov 12, 2005, 04:40 AM // 04:40
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#1176
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Krytan Explorer
Join Date: May 2005
Location: Ohio, USA
Profession: W/Mo
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Quote:
Originally Posted by kKagari
ahh cool, they still run away from firestorm after the latest update, perhaps they stick around for 1 or 2 seconds, can't be exact, soo, i reckon those petitions didnt work, like most of the time anyways i love the update
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Yes, this adds realism w/o being stupid. I think they did OK.
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Nov 12, 2005, 04:41 AM // 04:41
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#1177
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Academy Page
Join Date: May 2005
Guild: Ban Hammer
Profession: N/Me
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Spells like Fire Storm will still cause monsters to run, but only a little ways; instead of dashing off like a cartoon character on crack, they run far enough to get out of the AoE range and then resume attacking.
Fireball and its ilk don't seem to trigger mad flight as much or as often.
Lava Font can make monsters skittish but isn't a total deterrent.
Excellent. Monsters are smarter and don't just say "HURR HURR I'll just stand here and burn to death," but also don't bounce around like ping-pong balls from the slightest AoE scratch. As needed a fix as the first one was.
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Nov 12, 2005, 04:41 AM // 04:41
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#1178
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Frost Gate Guardian
Join Date: Apr 2005
Location: Sin City
Guild: Ecks Di (XD)
Profession: W/N
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I've seen so many threads closed and everyone is like "woe is me wtf am I gonna do now..." In my opinion everyone should get over it...It's not the end of the world...It's a game for crying out loud...There will be new builds I'm sure...And I've read in other places that people aren't going to tell about their new solo builds, but you know they will...Someone will crack...Anyway, it doesn't matter now...What's done is done...If they are really so concerned then should use this time that they spend complaining and actually come up with a build that they can use to farm...It's a better use of time I think...
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Nov 12, 2005, 04:41 AM // 04:41
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#1179
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Lion's Arch Merchant
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alesia doesnt run from maelstroms >_<
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Nov 12, 2005, 04:42 AM // 04:42
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#1180
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Frost Gate Guardian
Join Date: Oct 2005
Guild: The Adventurers Society
Profession: Mo/W
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My opinion is that yes, it was very smart to make them run from Aoe spells. BUT, they over did it. Smiting spells are no useless, but, the monsters run way to far, if u have a smite on u they will never touch u, just keep running around. They dont just move away from the Aoe, they move so that a ranger wouldent be able to hit them anymore. If they fixed it so that smites would be uneffected, and they would run a little less, i would be much happier
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