Ranger Archive
Thread: Anyone else have a problem with the proposed Maskscent change on TC?
"so it seems like more, but in fact, overall, the total number of spawns is general is probably about the same as a live server."
Yes... Those are my thoughts exactly.
It's such a nuisance though... I would love that level of spawn rate on Live. ![]()
/agree
That is the only problem I had with the changes and I said so on the sticky post for those changes. Exactly as you said, if I'm hunting agros, I don't mind if the one I'm attacking knows where I am, but the others should not know. It's bad enough when we attack social animals, but if those agro types can join the fight, thats bogus. Sometimes that the only way I can solo some agro beasts, is if I'm lucky enough that my mask scent stays up for the others. It's not like it definately stays up and protects me, it still has the same chance. But if those creatures already failed their check to find me, they should not all of a sudden be able to see me.
And your reason is also very valid. Running away from your prey, and running through more agros.
"But if those creatures already failed their check to find me, they should not all of a sudden be able to see me."
I agree of course. I will be verifying this on Test Center this evening.
However...
If any problems are found, it's doubtful there will be time to resolve them before the Patch goes live (I hear that's happening next week sometime?).
Isuspect we'll be left witha lot ofissuesto shoot at GreenMarine or the Combat Developer for addition in the next patch. ![]()
"I can shoot away at the first one while the others that failed to detect me do nothing"
That is what I intend to test under the new system... I'm hoping that it has not changed. ![]()
Just read one of your replys above.
Though beating up Yellow Con Banthas while evading Dragonets, Dune Lizards, Dune Stalkers, and the like made for an exciting evenin
Well was your mask scent up while avoiding the above agro things like dragonets and Dune lizards? If you have it up, attack something, and then find your selft running around, or from it, those other creatures, that might not have even around, will have to go against your mask scent.
In the new system, once you attack that ferral for example, you run off while shooting behind you, those dune lizards are going to swarm you, and then then the dragonets will start spitting at you. Its a mess.
Thats the kind of thing this change could impact us with.
"In the new system, once you attack that ferral for example, you run off while shooting behind you, those dune lizards are going to swarm you, and then then the dragonets will start spitting at you."
Interesting... Mind you are running around with an obviously large critter after you... That is bound to attract some attention from the other critters in the area. ![]()
I will see what happens if I successfully check conceal on the neighbouring critters, and then attack a different species entirely (that is part and parcel with my non-assistive testing I guess).
We have two possible outcomes:
- The already checked critters will ignore you even with conceal broken
- The other critters notice you and join in on the fun
You will know tomorrow which is truth, whether we like it or not. ![]()
"Which is exactly why i'm dropping wayfaring, /conceal offers me no benefit at all"
If the skill doesn't fit your play style then I would indeed suggest reallocating the skill points to something more worthwhile. ![]()
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I don't have any ranged fighting skills because they don't fit my style of gaming... All those points were reallocated to Tera Kasi long ago.
"Interesting... Mind you are running around with an obviously large critter after you... That is bound to attract some attention from the other critters in the area."
But this is exactly how it works now with Mask Scent. If I'm fighting something (with mask scent up) realize I'm in over my head and hit burst run, My mask scent protects me from any new spawns I may run into or through while escaping the nasty chasing me. If the new patch causes mask scent and conceal to drop during combat I have no chance of running from the encounter if I happen to be in an area with a high population of aggressives. They will all swarm me as I run past and eat me for lunch.
Well a useless skill is a useless skill, a lemon is a lemon. I've been aggroed more using the skills than not using them and now even if they do work once i am fighting one creature all the other creatures will know i'm there somehow magically. Not to mention the whole creature assist crap in game. i guarantee you if i shot a lion or a wolf the whole pride or pack isn't going to come after me if i am hidden and they can't smell me, also they are animals and simply aren't going to realize what is hitting them and from where, it's not something in the natural scheme of their daily lives why would they be smart enough to figure it out? But i understand they need this to make it challenging but what group can take out a whole group of combat level 50 or higher creatures? What's the likelyhood of it happening?
Eventually every creature in the game will assist or be buffed up to the point that soloing won't be an option and higher end stuff won't be possible even with a group. It's now getting to the point that you almost have to have a pet or be with someone who does. I am missing the days of having useful shots to prevent a mob from killing me. Suppresion was great but sometimes i would miss a couple times and still get mauled, there was simply no reason considering how combat works in this game to nerf it in pve. If i didn't have my scout traps i couldn't fight anything but a durni alone.
Currently mask scent is useful, after the patch it will not be. Conceal never has been useful or cost effective to use not to mention it's a liability to use as well, creatures that wouldn't attack you if you wasn't using it will attack you if you do use it and the check it uses fails. Conceal breaking in combat makes sense, mask scent breaking seems rediculous, the only way i think this should happen is if you've taken health damage from the creature, blood does have an odor that you cannot mask.
"But this is exactly how it works now with Mask Scent."
Currently/maskscent has other less fortunate "functionality" as well. ![]()
/maskscent was never intended to stay up after engaging in combat... That issue was simply fixed along with the other problems. ![]()
Diseased vrelt would die too quickly and any noxious vrelt scavengers would assist. Giant carrion spats are rather tough in groups. As for Tatooine, I can't remember if krettles will swarm, but they are kind of low on health.
Reptilian fliers on Dathomir do not assist.