"Flee-killing"


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    Well, an idea is to make mobs not as "dumb" as they are now. Got a mob that can bash? Fine, have it bash the door down when the player flees through a door. Hell, another idea is for a skill called "grab" that some player class can get. The purpose would be if a player (hell, a mob too) tries to flee in combat, the one being fled from could reach out and GRAB the wuss. Obviously, this would require some kind of dodge/acrobatics/swerve/evasion/speed check on the part of the one fleeing. But, if properly executed, the one grabbing could get an extra attack in while the wuss is busy reeling from the failed flee attempt. My two cents.

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    don't forget those mobs where you HAVE to flee/kill in order to kill it, they do so much freaking damage. Ethereal something something can kill Spunky in a round :o

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    ~~@Xavis:~~ > don't forget those mobs where you HAVE to flee/kill in order to kill it, they do so much freaking damage. Ethereal something something can kill Spunky in a round :o don't forget there are some mobs which you are supposed to have a group to kill. Not every single monster in the game should be killable by one person. In addendum to making mobiles chase you, should we speed up combat at all? Changing the time between combat rounds is very easily done, but it is a wide-impacting change and should be thought over.

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    Nah, I don't think we should lessen time between rounds.. you already have to be somewhat careful to cast heal without going over.. and we don't want heal, a staple skill, to require perfect, pinpoint timing.. I think it's at a good level now of making sure you have enough time between rounds. It'd also effect all other spells too, of course.. as well as bash/circle/breath/etc… Addendum: Oh yeah, about the mobs meant for groups.. I completely agree with that, but if the ethereal dealie can kill even the Spunkmeister in a single round.. that's just too much, and that should be adjusted in other ways.. I mean not even a group could take that if it kills everyone in one round... normally I would understand that a lot of others in the form could heal the tank, but if it kills them in one round, no opportunity for that.

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    But what can a group do with a mob that will kill a player once every combat round?

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    ~~@Xavis:~~ > But what can a group do with a mob that will kill a player once every combat round? I agree with what you're saying here 100%, but if he can spam flee and kill it, it obviously doesn't kill him in a round?

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    Not quite Syn.. you see you can flee after you get your first "free" round in, but before the first "real" round where both parties attack.. so they never even get a hit in (also a huge factor in this tactic.. __no__ danger, because you don't take damage unless something goes wrong.. which is rather rare).

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    lol Syn, you need a mort :P

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    Unless you totally change how people fight in the game your not going to get rid of flee-killing. There are many mobs where they hit you like 5 to 10 times between just your first and second hit even if you are a 120 remort. The King in DWV, the dragon, hal, Gut and mess all do that and standing there is only going to get you killed since most of them are in nomagic rooms. Daktos really hits you for a loop as does the Gazer. Also no one wants to stay in a CPK room for long. So the only answer is enter/hit/flee/heal. The only other answer is to use archery and shoot them from one room away. The down side to both choices is spam (though taking the time to heal almost cuts this to a normal time frame) or having someone come in after you have worn the mob down and taking the kill. It happens all the time in archery and flee-killing it can happen too. For the harder mobs it's developed into the best way to kill them. Though it's not full proof. Many mobs stop you fleeing or you run out of mana healing try to recharge and the damn mob end ups restoring itself. on a different note: Then again we also have the wonderful problem of pmounts or any mounts Crusaders use who just keep on fighting after you die. And if it's a mob that regens you have a fight that will go on until some imm stops it. Example is my mount and the An. Golem who durning that time called up like 20 to 50 (I could not count I died to quickly and the screen went crasy) lesser Golems so anyone walking into the room even with COG on would die no matter how buff they were. That was rather funny.

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    Perhaps I'm missing something here, but how could you get attacked and die with cloak of guile on? And as Syn said, some of those bigger mobs are meant for groups.

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    Some mobs can detect cloak of guile and attack you.

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    Wow, that's retarded.. I thought the entire purpose of the spell was that NO mob could see through it.

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    It's not retarded. What would be retarded is a single spell that doesn't cost a moonstone making it so that mobs twice your level cannot attack you or cast on you making them rediculously easy to kill as if it isn't already easy enough using the kill/flee tactics and archery. Granted sometimes these tactics are needed because of the way mobs are at the moment that will hopefully be changing soon.

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    Maybe it would be a bit more balanced not letting any mob see through it if the flee-killing was abolished. And on the sidenote of moonstones, are those even made anymore? I can't remember the last time I saw one.

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    They can still be bought with quest points I believe.

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    Oh yeah.. bah, I don't care for forcing players to quest a lot if they want to cast higher-up spells.. but that's another topic for another time.

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    ~~@Darigaaz:~~ > Perhaps I'm missing something here, but how could you get attacked and die with cloak of guile on? And as Syn said, some of those bigger mobs are meant for groups. Not all mobs are affected by the COG Daktos is one.

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    Well another at least temporary fix could be to just make it illegal to do this specifically for "speed killing" purposes. Some mobs are buff and u need to flee almost every round to wear them down, but areas like mount, and poa this is not meant or necessary, 'cept for speed or botting purposes. So specifically make it illegal for speed/botting purposes and if there are any disagreements as to if it was for this purpose imms judgement prevails. Imms are hired for their judgement ability and 99.99% of the time I would say I agree with it if even begrudgingly. This would allow for consideration on how to make it 1) not able to do it. or 2) not effective.

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    Oh gawd, questing. Please don't force me do any more Fedex quests..

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    But Xavis questing is FUN! *cackles* but i agree shouldnt be needed to buy an overpriced Moonstone for a spell that only works once..thank goodness I'm Far too lazy for such things :faint:

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