Bosses and higher need a can of Man-Up


Blue Rabbit

 

Posted

So I get the morale breaking system, if your too hard to damage or kills things too fast then the remaining bad guys might get scared and run away.

But for bosses and higher I think they should stand their ground... Even if I just murderized their friends in under 3 seconds...

Perhaps even have a chance to go into a frenzy instead with +damage -accuracy to make fights interesting (Kills the adds now and possibly get powerful hits through, or later after they have whittled at you for a bit)



If anyone has any reasons on why a change like this couldn't or shouldn't be introduced I'd love to read them.


 

Posted

At least GMs. It's irritating to chase a GM around half the map just because he happens to have a debuff on him (I'm looking at you, Ghost of Scrapyard and Deathsurge!).


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Posted

I agree, though it should at least factor in the player's level. A boss running away from a +10 player makes sense.

In a normal mission situation though, they shouldn't run.


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Posted

/Signed
Get BACK here you lily-livered, yellow bellied, inbred streak of wuss!

Very frustrating, I have to say.


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Posted

Has anyone tested this in beta?


 

Posted

Although the morale system makes sense in a RL situation, for a video game it's ******* annoying. I'm all for doing something to change it.


 

Posted

Exhibit A


to TO THE END!
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Posted

Quote:
Originally Posted by DarkGob View Post
At least GMs. It's irritating to chase a GM around half the map just because he happens to have a debuff on him (I'm looking at you, Ghost of Scrapyard and Deathsurge!).
Ach, don't remind me. My first instance of fighting Scrapyard we chased him around Sharkhead. I mean he ran from the middle of the buildings south of the PD/monkey arena all the way to the far end of the docks at the NE tip. We eventually managed to lock him into a smaller loop round one of the towers and defeat him but it just gets irritating the more often it happens.

I attacked a Cimeroran Minotaur E-B on my troller and he ran on the first hold. No other mob around him, he was solo and he ran like a chicken on the partial castle map (with all those lovely canyon drops). After ten minutes of widdling his health down he took one final pot-shot and I dropped the mission soon after with a 'F-this-S' and I've ignored the blueside Cimeroran missions since.

I loathe and despite 'Runners', every last one of them.


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Posted

I still believe that the whole running mechanic should be purged from the game, or at the very least DRASTICALLY lessened. It's a relic from the days when fear caused enemies to run away.


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Posted

Quote:
Originally Posted by Samuel_Tow View Post
It's a relic from the days when fear caused enemies to run away.
For 1d4x10 feet.


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Posted

/signed