Stuck Mobs
You can avoid the KB (and hence the mobs flying backwards into the wall) by making use of Grav's Immobs - those have a high -KB (-10k% iirc)
Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant
Suggestions and Ideas forums is further down.
If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.
Black Pebble is my new hero.
Perhaps a better overall solution would be to implement a command called /mobstuck that runs the logic for /stuck on all mobs in the mission, regardless of whether they're selected. If the devs think it would be abused it could function only if there are fewer than 5 or so mobs remaining, or within some radius of the characters using it.
hrm. Seems like very few people are actually even interested in this. wow. It regularly affects my playing experience, but I guess it is not the hot button issue I thought lol. Still, i think these are good suggestions for quick fixes that would work quite well. I hope someone saw them and scrawled them in a notebook.
God yes. Stuck mobs are a pain in the rear, ESPECIALLY when they can still, somehow, attack you. And yet I keep getting 'Target Blocked' 'Target Blocked' 'Target-' GAH!
/Signed. Until every map has all its geometry totally fixed, there needs to be something to help with this.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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This may not work well on a Trial where it is like herding cats, but anywhere else this problem has already been taken care of.
Aggro mob then move around corner where it can't reach you. Wait a minute or two and mob will pop out of wall and come after you.
I used to have that problem a LOT, but I never have this issue anymore by using the above.
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You can't please everyone, so lets concentrate on me.
I have been thinking about this problem. It has happened to me a few times in recent weeks (maybe 6) as I have been running a lot of Death from Below trials. Of course, a stuck mob there ends the run. Like with any kill all.
Without some major change ensuring mobs do not get stuck (or it starts to happen much less frequently) I believe there needs to be a way for a player to fix the problem.
I ran a grav/nrg dom for a while. There is not a lot of love in the game for this build. It seems the only time my teams ever gave me an attaboy was when I wormholed a stuck mob and we could continue an ITF, etc.
I was thinking maybe each player (or each VIP...) should get a permanent power, usable once every 1 to 3 days. This would provide a wormhole that would /unstuck the mob. The main possible problem that has been brought up is that it is sometimes impossible to target the mob. I never had that problem with wormhole, but my sample size is small.
Also, I think the power should have a very high mag, so as to affect almost anything. I do not think it should have any affects on AVs or GMs. I have never seen one of these stuck in 4 years steady play. Course I alt a lot and run 50 content maybe 10-20% time. Maybe somebody else sees these things stuck because they play AV content more. One of the problems with having it affect AVs is there is almost 100% possibility that some clever player will figure out a way to farm an AV with the silly thing lol.
To further ensure there is less of a chance for abuse, and that t is used as intended, the power should have a very long activation time like Pock D pass or LR TP.
Another suggestion is that a AoE patch could be layed down that will /unstuck everything in it. The patch would of course need to be large, since the purpose of it would be to get things that could not be targetable because they are stuck way deep in the terrain.
The other possible solution