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Running Mobs https://nevergrind.com/forums/viewtopic.php?f=1&t=1236 |
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Author: | SeismicRend [ Fri Jun 12, 2015 3:34 pm ] |
Post subject: | Running Mobs |
Patch 1-0-33 â—¾Mobs no longer attempt to run from combat. It was a meh mechanic. Are you talking about all 'humanoid' mobs or just Sprinter champs? I thought the mob running mechanic was really cool and aided with chain pulling when you're weaker. I haven't had a chance to play the new patch so wanted to clarify. |
Author: | Maelfyn [ Fri Jun 12, 2015 3:47 pm ] |
Post subject: | Re: Running Mobs |
I got rid of it completely. It seemed to add no value to the game as far as I could tell. |
Author: | SeismicRend [ Fri Jun 12, 2015 5:31 pm ] |
Post subject: | Re: Running Mobs |
It gives an opportunity for non-charm classes to have brief downtime in the chain without losing the bonus. As a rogue, it added a few combat dynamics: - I can leverage the time for cooldowns to come back and spam non-damaging Widow Strike to build TP before I pull the next mob. - Catch a breather if I just narrowly survived a double ambush. - Or sometimes it's fun to just to let them flee a little bit, take a drink, then scissor decapitate them to keep the crowd entertained, Gladiator style. |
Author: | robertx32 [ Fri Jun 12, 2015 5:39 pm ] |
Post subject: | Re: Running Mobs |
It seems everyone is chaining mobs and having fun while i'm just killing them 1 by 1 on my wizard xD |
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