Remove the fear from Arsonist's Molotov Cocktail
Realism? Do a test. Make a bunch of Molotov Cocktails, go outside and throw them at a crowd of people. I bet you'll see that nearly all of them will run away in a panic.
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I suppose if absolutely every power in the game caused similar levels of fear, it would make sense. Heck, personally, I think Paragon is a pretty scary place. Everything out to automatically default to "panic" whether it's engaged in combat or not...
Doesn't one of the Arsonist's bombs cause burn patches, though?
Masterminds have a problem with enemies running away. It's not just your Arsonist. My Bots/Traps Mastermind can't fight an elite boss without said elite boss taking off running about four times for seemingly no reason. I don't get why this is, but enemies seem to fear Masterminds more than any other AT. It's endlessly infuriating.
Personally, I don't like "run away" powers in general. I would get it if powers like Burn or Caltrops just caused the AI to run our of the patch, then stop and keep fighting as soon as that happened, but that's not the case. The AI starts running and running and running until it runs so far away it loses aggro. I have never been able to comprehend why this was ever considered a good thing in this game.
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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I hate the run away AI in this game. Always have always will because they are not going to change it, because they (the devs) think it is a good idea and makes sense.
Then again these are the same guys that thought gating additional incarnate powers behind 15EM's made sense. Go figure.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
If we're going for realism, the same should be the case for all the other guys with guns bearing down on them. Or maybe a small armies of demons and walking hellfire? Or a Lich crawling out of the ground?
I suppose if absolutely every power in the game caused similar levels of fear, it would make sense. Heck, personally, I think Paragon is a pretty scary place. Everything out to automatically default to "panic" whether it's engaged in combat or not... |
I hate the run away AI in this game. Always have always will because they are not going to change it, because they (the devs) think it is a good idea and makes sense.
Then again these are the same guys that thought gating additional incarnate powers behind 15EM's made sense. Go figure. |
I just want the arsonist to explode for decent AOE damage when he dies. Since he does it a lot.
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@Inquisitor
I'm...a little confused on this. Thugs' Arsonist can throw a Molotov Cocktail and set folks on fire. It doesn't create a Burn-style patch, but it sends enemies flying to the far corners of the map just as well as Burn used to. Heck, since there's no patch created, it keeps them running even longer! Is there any justification for this at all? It end up finishing missions faster without him, just because I don't have to worry about having runners constantly aggroing extra groups, or wait for stragglers to wander back. Especially when considering the fixes to Burn, and the fact that, say, Fireball, has never caused this, I don't see why the Arsonist should be any different.