After the launch of C5, i found 2 things that were not mentioned in the feature notes. First is the damage that dark based spells do against undead. They seem to do less damage than before, however the mob does not have a resist dark atribute icon under its name (when targeted). The feature notes never mentioned that dark magic would be less efficient against undead. Another thing they've changed is the propecy buff sound. It used to be great, in fact, i think it was one of the coolest sounds in the game, it actually made a person think they are greatly enhanced. Now it's not only non-spectacular, but also a copy of another one, or so i think.
The feature notes are often incomplete - there have been several changes to magic damage apparently, and this might just be one of them.
yeah they add a bunch of stuff without telling us (stun nerf is a good example)
have to ask what mobs are you hunting?
ive been to fod since c5 and noticed nc seems to have randomly upped the mdef on some mobs and lowered it on others
might be that they undead mobs you are fighting just got a mdef increase
Off topic but I've not been to fod since C5. At least not for an extended period. Have they fixed the xp mess where similar named mobs were giving different xp? Once you know which ones spawned where it was not a problem but it's annoying that not all of them give the good xp.
Off topic but I've not been to fod since C5. At least not for an extended period. Have they fixed the xp mess where similar named mobs were giving different xp? Once you know which ones spawned where it was not a problem but it's annoying that not all of them give the good xp.
i was at low fod the other day, my old hunting spot from c4
while in c4 i was able to 2 hit everything in c5 some mobs are 3 shots
there is a spot there which has 2 ghost thingies with exactlly the same name but different abilities in their skill list thing
i could 2 hit the one with like 8 skills but had to either gloom or 3 hit the other one (both give same xp)
Same happened in VOS.. All 3 mobs in the judge group used to be 2 shots for me, now the lights are 3 shot.. Not sure if it's because I'm a SPS and I'm using sacred or if they changed the mob's mdef.
Same happened in VOS.. All 3 mobs in the judge group used to be 2 shots for me, now the lights are 3 shot.. Not sure if it's because I'm a SPS and I'm using sacred or if they changed the mob's mdef.
they just sorta upped the mdef on some mobs
hate to say it but this is a mage nerf ive been asking for forever
they only thing stopping my mage subclass from hunting mobs 10 lvls higher is the 1 mob in each area that i would have to 3 hit
basically its forceing mages to either hunt white and green mobs , which is something all other classes have to deal with
If you look at the attributes of the mobs on the game now, you will see that they really messed with them. Almost all mobs have some chagnes to their p.atk and m.atk (greatly reduced, slightly reduced, slightly enhanced, greatly enhanced) and same with p.def and m.def. And they will mix the mobs in the same location. If you go to the opening area of Forgotten temple, it's a good example. Kobolds have slightly weak mdef, kobold warriors have enhanced mdef.
I think this was done, as stated so that you couldn't just go into an area and blast away everything without thought. They also finally added in mobs that are weak to daggers and blade weapons (to go with mobs that were strong vs them) and there are now also areas that are pretty much off limits to archers since the mobs have greater arrow resist (watched an archer with what was probably a +10 BOP try to take one on and had barely taken it's hp down by a 1/4 after 10 shots and they were similar levels).
Basically, NCsoft is actually trying to make us think a bit. I say we revolt!!!!
I don't at all think that the mobs have been "messed up a bit". I think that this is a significant improvement.
While yes, we must "think" now, that is a good thing and we ought not revolt but rather applaud. While it may be a stretch to say that a fantasy game is realistic, bringing more variation to the mobs is realistic compared to a 'real' world where there is great variety among creatures. In fact, since in the 'real world' each bear of the same species is a bit different, perhaps each mob in each species of mob should also be different. In other words, all the Dion Grizzlies will not have the same HP, rather they would all be within some range for HP, patk, mdef, etc.