Teras Kasi Archive
Thread: PVE Issues week ending 5-29
cause/effect: what is the situation with the instant db after the incap by high level mobs? I know there are patch notes that say that the high level mobs will db more often but the way they have it implemented there is no chance for us to use FOW. If you get incap by a high level mob you will get a db with the exact same timestamp.
solution: I have no problem with the higher level mobs dealing out db more often instead of them letting players lie there waiting for the incap timer to count down but at least put in some kind of timer before the db. Even if the timer was just a second or two that would be enough to at least have a chance to use our FOW. I know that some people are using FOW macros that spam FOW over and over again at least once a second but to me that is not a viable solution asit causes unneeded stress on the servers if every TKM started to do this to remedy the situation. A short timer IMHO would be much more desireable unless the devs really want every TKM doing high level mobs to run this stupid macro.
Jenky:
Could you be more specific?
I dont encounter too many mobs I cant take out over a reasonable amount of time with TK spin.
Good one Duck! I have the same frustration.
Vlak
DrArgule wrote:
Jenky:
Could you be more specific?
I dont encounter too many mobs I cant take out over a reasonable amount of time with TK spin.
Cauil wrote:
The FOW and instant DB from creatures is a problem as is the timer on FOW, but I can't remember the last time I got knocked out in PvE so its not high on my list of concerns.
The reason to have Unarmed Hit 1 2 and 3 and to have combo 1 and 2 is that as you progress you get better attacks then what you currently have. I dont believe the game was necessarily meant for you to powerlevel and become a master in a day or 2 and then look at your attacks and see what is useful. I believe it was intended for you to get new attacks that are better than your old ones, and get a few specials along the way i.e. leg and head hit dizzy and stun etc...
If we need to rebalance some of our attacks then we need to focus on what our role should be. I think we make good tanks as long as we can be assured that defensive acuity is actually working, It would be nice if Vlak could actually get some concrete evidence of our supposed defense.
So as for PVE...I think we are pretty dang good. Buffs are usually required as well as Brandy and Canape to take the big stuff, But NPCs have gotten better at kiting. Maybe the range at which they stop and shoot should be limited to the 20m range so we actually can have a chance at lunging. Just seems fair, and more realistic to our fighting style.
As for the warping while running away, Ive noticed when that happens that the mob turns to run and pauses, almost walking slowly, then warps. I think it was meant to be running that entire time, there was just a lag issue involved...no worries though they usually come back as your taking down the lair.
Message Edited by LordMaxx on 05-20-2004 10:01 AM
Cause/Effect: Large creatures back up constantly when you get in range to hit them, thus you lose a lot of attacks constantly inching up to be in range. Creatures I have seen this on are Giant Crystal Snakes on Yavin 4, Plainswalkers on Dantooine, Tortons on Rori (been a long time it's the giant turtle thingies) and honestly most any creature much larger than myself. It seems their optimum hit range is set just outside our ability to hit back.
Solution: Either increase our range to hit back or decrease theirs so they stay put.
Tigerr, TKM/CH Eclipse, TKM/Doc Sunrunner
LordMaxx wrote:
If we need to rebalance some of our attacks then we need to focus on what our role should be. I think we make good tanks as long as we can be assured that defensive acuity is actually working, It would be nice if Vlak could actually get some concrete evidence of our supposed defense.