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Vanguard Monks  |  Monk Discussion  |  Monk General  |  New stealth FD changes? « previous next »
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Author Topic: New stealth FD changes?  (Read 1836 times)
Quinn the Mighty
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« Reply #15 on: May 12, 2007, 05:38:10 PM »

I am just happy that the point that FD Pulling still needs to be vaible sunk in, we can get the timing tweaked overall I say I am happy with the change.

~QTM
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« Reply #16 on: May 13, 2007, 03:56:47 PM »

I don't know what they did, but honestly I liked it a lot better pre-patch. I am having it resist a lot more now overall, rather it be 1 mob or 25.  I also had it get resisted 15 times in a row inside Khal last night.  Now, keep in mind, I was not in combat, nor was not attacking anything, just sitting in the Bank in Khal fd'n.  From what testing I've done, it is harder to split now than before, as the mobs may not go back instantly, but they just sit there for 5-10min, all of them, including the one I wanted to split.  I had a mob inside Gorgaluk (horrible dungeon btw), stay ontop of me for 45min yesterday before I finally just /quit out.  (I went to eat dinner), and I was not still in combat, out of combat just standing ontop of my body.
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« Reply #17 on: May 13, 2007, 09:43:27 PM »

I don't know what they did, but honestly I liked it a lot better pre-patch. I am having it resist a lot more now overall, rather it be 1 mob or 25.  I also had it get resisted 15 times in a row inside Khal last night.  Now, keep in mind, I was not in combat, nor was not attacking anything, just sitting in the Bank in Khal fd'n.  From what testing I've done, it is harder to split now than before, as the mobs may not go back instantly, but they just sit there for 5-10min, all of them, including the one I wanted to split.  I had a mob inside Gorgaluk (horrible dungeon btw), stay ontop of me for 45min yesterday before I finally just /quit out.  (I went to eat dinner), and I was not still in combat, out of combat just standing ontop of my body.
/agree 100%. I have had similar experiences myself. Fd as it stands right  now is horrible.  Even on a sucessfull Fd, the MoB(s)  might/ might not leave, might/ might not still be aggro (even if you are not on their aggro list, dosn't seem to matter now). MoBs might decide to walk away/ might not, when you ask?...sooner/ later, who knows.
  Maybe after some tweaking this version of Fd might work out ok. As it stands now, I am just spending way too much time on muh back.  tickedoff
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« Reply #18 on: May 13, 2007, 09:55:16 PM »

Well the idea is when it's fixed that all of the mobs will go back anywhere from almost instantly to maybe a 30 seconds or so at random intervals.  They just haven't fixed the corpse camping bug yet.
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Ugluk
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« Reply #19 on: May 13, 2007, 11:06:41 PM »

Some of the old EQ1 splitting mechanics are back.  Splitting a pair of mobs is much easier now for instance, with good timing and placement, even if they both head back at pretty much the same time.

Playing in RI last night near the named Templar though was a debacle.  Mobs ghosting throughout a courtyard repeatedly, mobs getting stuck, all seemingly triggered by agro issues caused by FD. Very annoying without a full group and with me tanking as well as pulling.
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« Reply #20 on: May 14, 2007, 12:56:27 AM »

You can fd split nicely now, all they need to do is adjust the timers for the mobs to pace back to their spot.
« Last Edit: May 14, 2007, 01:34:56 AM by Kyomi » Logged



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« Reply #21 on: May 14, 2007, 01:32:40 AM »

You can fd spit nicely now, all they need to do is adjust the timers for the mobs to pace back to their spot.

/agree on that!
Plus remove the bug where mobs stay aggro on you even though you successfully FD'd.
What I found out though, was that if you stand up and FD again it clears that bug. Problem here being that your second FD needs to be successful as well and you don't get killed  Roll Eyes

Other than that, I really liek the changes and am confident we will see more in teh future.
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