Problem with Bosses who flee
I have notice this in a few mission also. The first time I though, "hmmm, maybe that was just me?" but after having it happen a few more time I wondered if this was changed to be that way? I have been lucky with each one due to the fact that like you say they stop and aggro, but I fear to get on that one mission where they take off before I get to them and take a side of the hall or room I am not even on and get away.
Yes, I've had running bosses do that a few times now. They're spouting their dialogue and running as soon as they spawn. I suspect that many if not all of them have been accidentally set to the run-at-full-health setting.
I had this happen with Professor Echo. Fortunately my Brute was able to pound him into a gooey paste before he could make it past me.
"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...
I made a thread on this in bugs a while back but it didn't get much attention. I had this happen a lot while doing flashbacks on my Widow.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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I made a thread on this in bugs a while back but it didn't get much attention.
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I also made a thread and got little notice. I also pointed out :
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This might be related to something else I've noticed; they seem to have greatly increased the range or sensitivity for NPC chat triggers. At any rate, I hear more chatter from NPCs than before Issue 14, including a fair amount I've never heard before.
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Arc #40529 : The Furies of the Earth
Now this makes me wonder even more if this is a bug or a change. I did the one mission for Radio a few days ago where you have to find out who the this spy is, and the follow up is going after the spy himself. Not too long after taking a few steps walking in the guy already starts talking and heading for the door. I have done this mission a many of times before, but this time the text was not the same and he took off for the door before I had even saw him.
Well if it is a change I wouldn't say its too bad, but I don't even wanna think about that one mission red side with Crimson (sp?) Guy is like Sonic the Hedgehog on crack! IF he pulls this new trick I might walk in to see a blur go by
As of a few days ago, Crimson does not automatically flee upon entering the mission. He does, however, instantly break off all aggro and run like crazy the moment all the nearby Longbow are down. Having been stunned by the last shot of one of the Longbow, I was royally annoyed that I could do nothing to catch him.
50s: Yumi Eryuha-Arch/Energy, Mirria-Thugs/Dark, Meyami Kitsuna-Claws/SR, Celesta Seusen-SS/Invuln, Lady Mirriella-Illusion/Empathy
Arc 503982 "Dimension Xi Epsilon 22-10" Part one of a multi-part arc.
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As of a few days ago, Crimson does not automatically flee upon entering the mission. He does, however, instantly break off all aggro and run like crazy the moment all the nearby Longbow are down. Having been stunned by the last shot of one of the Longbow, I was royally annoyed that I could do nothing to catch him.
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Don't feel bad. There's probably nothing you could have done to catch him anyway. He's functionally immune to slows and immobilizes, and at 25% health he uses Elude and runs from you at super speed. It's not possible to catch up to him, much less fire off an attack.
Arc #41077 - The Men of State
Arc #48845 - Operation: Dirty Snowball
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Best know (and hated) mission of thiis type is red side where you have to prevent Crimson from fleeing.
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No no no no no. The best known and most hated is Biff, the super arachnoid boss who takes off like a god damn bullet and is, for all intents and purposes, immune to slows and holds. God help you if you're solo, cause there's damn near no way of stopping that son of a [censored] when he decides to tale off.
Goodbye, I guess.
@Lord_Nightblade in Champions/Star Trek Online
nightblade7295@gmail.com if you want to stay in touch
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Best know (and hated) mission of thiis type is red side where you have to prevent Crimson from fleeing.
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No no no no no. The best known and most hated is Biff, the super arachnoid boss who takes off like a god damn bullet and is, for all intents and purposes, immune to slows and holds. God help you if you're solo, cause there's damn near no way of stopping that son of a [censored] when he decides to tale off.
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To be fair, Biff is a genuine Elite Boss, whereas Crimson can spawn as an Archvillain (Hero, to be precise). A running AV is... Not my idea of a fun time.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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No is isn't about that fleeing problem. It's about other type of fleeing. Mission Boss objectives who trying to get away when reach 1/2 or 1/4 Health. And the goal is to stop the boss from fleeing. Best know (and hated) mission of thiis type is red side where you have to prevent Crimson from fleeing.
The problem is a chance in behavior since I14. Instead of staying at their spawn points and them fleeing when their reach their programmed flee conditions. Upon spawning the Bosses immediately go into their flee behavior (spouting out their dialog and heading towards mission door/elevator. But when they see and aggro onto a player the Boss will stop and start attacking. The boss will not try to flee once they start attacking the player(s).
I've noticed this happening on three different missions now. So I think it's definitely a trend happening. Has anyone else noticed this behavior? And I guess the obvious question is this now working as intended or a bug?