Mob run away (post issue 16) and Dual pistols update


EvilRyu

 

Posted

Noticing this happening even more now. Just use cold or toxic rounds and watch them run away. AVs, bosses, elite bosses, minions, it does not matter. They all run away.

It seems to be any power with -speed, -recharge, or a power that does toxic damage. It does not matter if the mob is 1 or 4 levels ahead of you or 1 or 4 levels below you, most of them run the second you shoot them or hit them with a power like this.

Play a rad defender or a blaster and use irradiate and watch them scatter. Play a traps defender? Watch them run from acid mortar or from poison trap. Play a spines scrapper? Watch them run from your quills (not very fun having to chase things is it?) But if you check the power details, you will not find the word Fear in any of these powers.

Unlike caltrops, burn and ignite which are supposed to cause fear. None of the teams I've been on have been using powers that are supposed to fear at the time that this happens.

This is just a plea to fix this. I really enjoy dual pistols but its not fun having to chase everything. Especially things like AVs that take forever to kill as it is.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

I believe that it's working as intended. There are several things that contribute to mob run away and being debuffed is one of them. It's much more noticeable with DP because both DPA and AoE output is light in the set.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I don't often play characters that'll cause this as I mostly play tanks, but I've never minded having to chase down a foe or wait for it to return (evil-doers often return to the scene of their crimes). It seems like a smart thing to do for the opponents, which in turn makes the game more entertaining.


 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
There are several things that contribute to mob run away and being debuffed is one of them.
Some time ago I noticed that debuffs seem to cause running behavior far more frequently than it seemed they were meant to. A single debuff had a high chance of causing an enemy with near full health to book it across the map. I could understand if this was happening on targets that were reasonably close to death - the debuff was triggering flight a little early - but it seemed that a debuff guaranteed the behavior period.


We'll always have Paragon.

 

Posted

Quote:
Originally Posted by NeverDark View Post
Some time ago I noticed that debuffs seem to cause running behavior far more frequently than it seemed they were meant to. A single debuff had a high chance of causing an enemy with near full health to book it across the map. I could understand if this was happening on targets that were reasonably close to death - the debuff was triggering flight a little early - but it seemed that a debuff guaranteed the behavior period.
I didn't say I agree with it or that I felt it was a good idea, just that it appears to be WAI.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

It cannot be intended for entire mobs or AVS to spend more time running from me than fighting me. It never was this bad.... I hardly noticed it until heroes got traps. Suddenly powers that didn't do this started doing it.


Friends don't let friends buy an ncsoft controlled project.

 

Posted

Mob run away thread


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

I remember when I first reported this as a problem. The devs dont seem to care about the issue. What I ended up doing to resolve it in my own way was to always make sure I had someone on the team that could either put critters at the slow cap or someone who could put them in a knockdown field (ice slick/earth quake) or someone with an aoe immobilize. Its sad that they have made crowd control essential to the game if you want to kill stuff in a timely manner now. I dont see why they just dont remove that line of code from the game. It truely serves no purpose. I could see if it was like other MMOs where the critters would run and get help but in this game they run just to be annoying. Its not like its going to change how the battles going to turn out if I kill them now or 45 seconds later when I catch up to them, it just adds unneeded time to kill the mobs. So devs either make critters go get help or just remove the damn run feature as its just getting in the way.


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