We've all seen it...
You see a mob that is a on a set route and you wait until they get to a certain point before you die, or you attack a motionless mob in a distant location to pull them closer.
You attack and the mob moves towards your location, and most or the rest of your team dies.
You run away to ress, expecting them to move away and go back to their starting point. But they dont always do that and some seem to camp right ontop of corpses.
Now if your alone, or you cant get close enough to ressurect and you wont survive getting close enough, then what can you do?
If you pull a group from a differnet locaton, and your team dies, can we please have the mob of creature(s) move back towards their original location.
If you havent pulled them, and they are in their original location then that I accept. But if they are from a different location, they should move back if they have killed all the targets in that area.
Stop creatures camping ontop of corpses!
freekedoutfish
MSecorsky
Here's a thought... why should they move? They were just in combat, probably a little tired and ready for a rest. Besides, who knows... your corpse might make a good snack later. Why give that up and let you rez?
What's in it for them!
What's in it for them!
freekedoutfish
Quote:
Originally Posted by MSecorsky
Here's a thought... why should they move? They were just in combat, probably a little tired and ready for a rest. Besides, who knows... your corpse might make a good snack later. Why give that up and let you rez?
What's in it for them! |
NeonPink
/not signed,
I feel that this is a fun part of the game, if your Tank for example has just died in the middle of a group of monsters, i enjoy having the skill to res them and then people would have to heal, they use defence skills ect.
Iv had many groups almost die like this, with one person left.. but even if there is huge mobs you can still res one run away, res run away ect... But fair enough, if a "Pulled" mob hasnt moved after like 5mins i can imagen it being annoying/something wrong :S
I feel that this is a fun part of the game, if your Tank for example has just died in the middle of a group of monsters, i enjoy having the skill to res them and then people would have to heal, they use defence skills ect.
Iv had many groups almost die like this, with one person left.. but even if there is huge mobs you can still res one run away, res run away ect... But fair enough, if a "Pulled" mob hasnt moved after like 5mins i can imagen it being annoying/something wrong :S
freekedoutfish
Quote:
Originally Posted by NeonPink
/not signed,
I feel that this is a fun part of the game, if your Tank for example has just died in the middle of a group of monsters, i enjoy having the skill to res them and then people would have to heal, they use defence skills ect. Iv had many groups almost die like this, with one person left.. but even if there is huge mobs you can still res one run away, res run away ect... But fair enough, if a "Pulled" mob hasnt moved after like 5mins i can imagen it being annoying/something wrong :S |
But they just stand there and can make it near impossible to ress at times. Its not a huge issues, just something that nags me.
MithranArkanere
[skill]Rebirth[/skill]
That would do.
That would do.
Onarik Amrak
I hate it when you have mobs spawn camping after a wipe.
Effendi Westland
/not signed.
Sometimes ressing up takes skill.
Sometimes ressing up takes skill.
MrFuzzles
If your team gets wiped (bar one) in the middle of a crowd of mobs and you didn't bring rebirth, you've already lost.
I wouldn't call it a "design flaw". It would be really weird if monsters avoided corpses after you died. "Woah guys, let's give them some breathing space. Poor fellas."
I'd put this idea right next to "please don't make more than a managable amount of monsters aggro when you approach them". It's not "fun" to overaggro, it would be "convenient" if it couldn't happen, but it would make the overall experience too forgiving.
I wouldn't call it a "design flaw". It would be really weird if monsters avoided corpses after you died. "Woah guys, let's give them some breathing space. Poor fellas."
I'd put this idea right next to "please don't make more than a managable amount of monsters aggro when you approach them". It's not "fun" to overaggro, it would be "convenient" if it couldn't happen, but it would make the overall experience too forgiving.
Fitz Rinley
My Ele is pretty good at running in her high heels. She is great at REMFing so almost always, but not quite, escapes to use her rebirth when things get really really bad (50 Torment Demons anyone?). I was just in the last two missions of Elona, where I saw this Near TPK thing a couple of times. And the spawns camp on them. I agree it would be nice to have a rez skill that does not rely on one's agro ring. If an assassin can have a leap into death skill and a hyperspace back to where my monk skill then I am not sure why a monk cannot have something similar. Here are a couple of examples:
Dwayna's Dawn
Cost 15 CT 2 Energy -1 Recharge 12
While this enchantment is maintained on the caster, the next party member to die will automatically resurrect at the caster's location, with 20% health and energy, in the event of death.
Sunrise Ressurection (Elite Form)
Cost 25 CT 2 Recharge 12
When cast the nearest party member who is dead will resurrected at casters location with 25% Health and Energy.
This is just an idea that could be adjusted in cost, ct, and recharge according to game play needs. If it is not practical for PvP, then it could be a PvE only skill. PvP mostly autoresurrects so that rez skills are usually unneeded there anyway.
Dwayna's Dawn
Cost 15 CT 2 Energy -1 Recharge 12
While this enchantment is maintained on the caster, the next party member to die will automatically resurrect at the caster's location, with 20% health and energy, in the event of death.
Sunrise Ressurection (Elite Form)
Cost 25 CT 2 Recharge 12
When cast the nearest party member who is dead will resurrected at casters location with 25% Health and Energy.
This is just an idea that could be adjusted in cost, ct, and recharge according to game play needs. If it is not practical for PvP, then it could be a PvE only skill. PvP mostly autoresurrects so that rez skills are usually unneeded there anyway.