City of wimps? can we fix this please?
I don't mind it too much. It's very satisfying to use Focus to take down a runner
I seem to recall that enemies are more likely to run if you debuff them. I know my /Poison MM spent a lot of time chasing after Longbow Wardens and Ballistas, not to mention the Cyclops EB in one of Sister Airlia's missions who ran for the hills as soon as I opened up with Weaken and Envenom - I don't think he'd taken any damage at that point. Of course, like a typically reckless and overconfident MM, I chased after him, and what should have been a perfectly straightforward fight turned into a chaotic free for all as I aggro'd half the map before I caught up with him
You may want to look through this thread.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
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Just one question.
You don't think it's cool that the NPC's know you are so awesome that one of them figure's, "Aww CRAP! It's Wicked Wendy! Screw you guys, I'm outta here!"
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If I am street hunting and still get the Xp, ect from the other two let him run. But when the 2nd villain guarding the hostage I am supposed to save runs off half way across the map I am NOT amused. This can get particularly interesting in that 5 layer Cake cave mission when the runner decided to hide in some little crack and you spend 5-10 minutes hunting for him.
Certain groups have always had "runners" associated with them.. or something similar. Skyraider Porters, Tsoo Sorcerors, Hellions and so on. But years ago groups like the Freakshow would prefer to stand and fall before showing any sign of weakness. Now they all do it.
Now .. we all know that Nemesis is an egomanic and a complete wimp once you get him alone. Knock out his minions and get him to about half life and he runs like crazy. I expect that ... he created those mechanical things to protect him so when they fail he goes to plan B.. RUN like crazy! Oh and villains are not alone. Longbow (both COV and the ones we get to battle in RWZ) have always had a tendancy to bolt during combat. "They look so pretty and they RUN so fast!" lol
I somehow doubt it will change. But I think it would be nice if some groups actually stood their ground defiantly and fought you to the end. Now they all just turn and run (wimps).
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon
I don't like all the running but it really bothers me when Longbow or PPD or an NPC hero character runs from my villain.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
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Is it semi realistic? I suppose so but it's also annoying, time consuming, and half the time they try to lure you, when not at full strength, into a health group of minions, Lieutenants, or whatever.
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I wold call that better tactics on the NPCs part. Its something I do with my Mastermind all the time. Its what Tanks do as well.
There I was between a rock and a hard place. Then I thought, "What am I doing on this side of the rock?"
Its not tactical, they either run away then run back or they run away, forget about you, and walk back. Then run away again.
Common sense would be they run away to alert the base and not stand around in big clumps punching their hand.
this is the reason I like to play tankers/scrappers/brutes with taunt auras, or someone with holds and immobilizes. Really, there's always a way to stop them from running.
That said, I definitely believe that Warriors should never ever run under any circumstance that isn't intentionally comedic.
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Before this NERF you could count on, and sort of respect, groups like the Freakshow, the Lost, Nemesis, ect that would stand face to face with you and fight to the last breath to please their boss. Now everyone just up and runs away.
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I didn't realize it was the time of year for this thread again.
So few mobs run on me that I never thought this was a problem in any of the many threads on this subject.
I mean maybe 10% of all the mobs I ever fight run. How is this such a HUGE freaking problem?
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Before this NERF you could count on, and sort of respect, groups like the Freakshow, the Lost, Nemesis, ect that would stand face to face with you and fight to the last breath to please their boss. Now everyone just up and runs away.
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I didn't realize it was the time of year for this thread again.
So few mobs run on me that I never thought this was a problem in any of the many threads on this subject.
I mean maybe 10% of all the mobs I ever fight run. How is this such a HUGE freaking problem?
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It sure happens a lot more to some, others it doesn't happen to much or even at all. The other thread is proof of that.
For myself, I've noticed Longbow Eagle troops will run/fly away the moment they're not at 100% HP. Brute, Stalker, Corrupter, Mastermind, it all didn't matter; they'd start flying away after even taking a brawl to the chin. They'll fly away, turn around and snipe, then fly away some more taking enough time to snipe here and there. For my ranged toons, that's not a big deal but on my meleers . . . well that can get annoying on those without Fly.
I've had Marcone/Family snipers run from me. So I wait around a corner so he couldn't snipe me at all. They'd run to me, turn around and run away the instant they got a Line of Sight on me; they wouldn't even take the time to snipe me. Sometimes (I will admit it's only been a couple times) they'd get confused and run back and forth in a 5 feet line away/to me while I waited around the corner.
Last night I had a +1 Legacy Chain Lt (Adamant of Steel) run from my Dominator after taking about 10% damage. And I mean he ran. He ran away to what seemed like the max visible range for an NPC, turned around and looked at me.
Since he was near another mob I waited for him to come back. He was too far for me to attack him, and him being a melee based NPC he didn't have anything to hit me with.
He just stood there looking at me for about 4 minutes. He'd run away a few steps, turn around and look at me, run at me for a step, then run away again. I just queued up my Blackwand vet power and waited for him to get within range. That took 4 minutes.
Yeah, 4 minutes!
It was hilarious; it was like he wanted to attack me but was too scared to.
This problem is much like the Windows Vista crashes.
Some people have them, some people don't.
Some people have to just click one option to make CoH work while others (like me) have worked for months with people here on the forums and Tech Support via phone/e-mail and still haven't found a working solution. Changing options, updating drivers, fiddling with this or that, none of it works for me.
I sit in my zen of not being able to do anything right while simultaniously not being able to do anything wrong. Om. -CuppaJo
It is by caffeine alone that I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone that I set my mind in motion.
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Just one question.
You don't think it's cool that the NPC's know you are so awesome that one of them figure's, "Aww CRAP! It's Wicked Wendy! Screw you guys, I'm outta here!"
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It would be cool if they actually said that as they run, lol.
I would like to see Mobs that run runs into another group and becomes apart of that group, so you'll have to fight that group to get the group kill of the runner. Or maybe have the runner bring back some friends, while still agroed.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
Longbow Eagles and Mook Hitmen are specifically programmed to run.
Everything else, like that absurd Legacy Chain anecdote, is a godawful bug.
I'm reasonably sure it has something to do with a combination of lingering debuffs and enemies switching attack modes (range/melee), which is why some people see it more than others. Arachnos Widows have it pretty bad in that regard.
Never surrender! Never give up!
Help keep Paragon City alive with the unofficial City of Heroes Tabletop Role Playing Game!
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Longbow Eagles and Mook Hitmen are specifically programmed to run.
Everything else, like that absurd Legacy Chain anecdote, is a godawful bug.
I'm reasonably sure it has something to do with a combination of lingering debuffs and enemies switching attack modes (range/melee), which is why some people see it more than others. Arachnos Widows have it pretty bad in that regard.
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Considering his actions, yeah I figured the Legacy Chain event was a bug of some kind. I just wasn't sure how to report it, nor have I ever seen it before then.
Or maybe it was a combination of things; this was my Plant/Thorn dominator, so it could have been the Def Debuff that made him run and lose track of the I in his AI.
I sit in my zen of not being able to do anything right while simultaniously not being able to do anything wrong. Om. -CuppaJo
It is by caffeine alone that I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone that I set my mind in motion.
Happens even when there is no real danger to the mobs. As a level 2 in atlas I ran up to a group of level 5s. Before I could use my first attack, one of them took off.
Nah. Leave it in, only have them bring more buddies back with them when they return.
"Hey, she's the one that shot Fritz! Get her!"
As many of us pointed out in the official topic about this, setting any enemy on fire (or other DoT) or hitting them with a debuff stands a very good chance of sending them running. Especially Longbow, they all bolt like rabbits at a moment's notice. (Like someone said in that thread, "Longbow, commence Operation GTFO!", which made me lol for real.) My Mercs/Poison uses her hold to keep an enemy from heading for the hills far more than she uses it as something actually tactically-useful. On ANY character, if I want an enemy to run, I hit 'em with Shadow Maul (the vet power), and they run every time.
This is not new, it's been happening for years, and the fact that it happens to some players far more than others is I suspect part of the problem. I've long since decided the devs are as stumped about it as we are.
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Happens even when there is no real danger to the mobs. As a level 2 in atlas I ran up to a group of level 5s. Before I could use my first attack, one of them took off.
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Now that, if memory serves me right, is working as intended. Mobs outside of missions will always have one guy who's supposed to run, the point being to goad you into following him as he leads you into other mobs.
Inside missions though they're not supposed to do that (normally), they fight until their HP is at a certain percent and *then* they'll run away. This is also part of their AI to be a pseudo-tactic against things like toggle debuffs; they'll run away with the debuff aura on them to aggro other mobs near him. It's not so much as a "I'm debuffed, I'll run into other mobs to aggro them" but more along the lines of "I'm debuffed, RUN AWAY!!!". I can say this with at least a little certainty because I've seen them pass mobs and not run into them to aggro them on my Dark Defender.
All I can assume is that certain NPCs have their "Run Away at X HP" set at different spots. Longbow Eagles run the moment their tights are dirty, while Spec Ops seem to rarely run and Longbow Wardens seem to run at about 50% or less. (I am probably WAY off though)
I sit in my zen of not being able to do anything right while simultaniously not being able to do anything wrong. Om. -CuppaJo
It is by caffeine alone that I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shaking, the shaking becomes a warning. It is by caffeine alone that I set my mind in motion.
One thing that has annoyed me for quite a while is the change that took place a some time ago and now just about every villain group does the same thing. You attack a mob of 3 minions on solo and after defeating the first 2 and maybe getting in a few hits on the third he takes off running. This has always been standard procedure for COT and is one of the reasons I dislike doing missions against them Now, however, even groups that used to stand and fight to the last ounce of strength will turn and run like scared little puppies. Best part is I am not just talking ones that are the same level as me but even +1 or +2 spawns that have more strength than me ... as soon as its a one on one fight they all become wimps and run off.
This is annoying enough on standard missions but when it's the last guy guarding the hostage I'm supposed to free to get Mission Complete or whatever and now I have to engage in a foot race to try and track him down and end the mission it makes you want to scream.
Before this NERF you could count on, and sort of respect, groups like the Freakshow, the Lost, Nemesis, ect that would stand face to face with you and fight to the last breath to please their boss. Now everyone just up and runs away.
Is it semi realistic? I suppose so but it's also annoying, time consuming, and half the time they try to lure you, when not at full strength, into a health group of minions, Lieutenants, or whatever. This of course has promted me to devise new strategies.. Let em run while I heal and take out that next mob at full strength which adds to the time it takes to complete a mission because NOW I am standing around doing nothing periodically while I recharge.
I'm not asking for every group in game to become insane fanatics but can we at least turn some of them back into something less than spineless jellyfish unless the odds are 3 to 1 or better in their favor?
Let the flame war begin
�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon