Physical-ranged-attacking mobs in c5. Bug or not?

General Discussion Started Last reply 28 posts
Once c5 started on live servers (i didn't test much on PTS), archers, spearthrowers and other mobs that physically attack from the distance got their maximum range moved up to something like 900.

I don't recall NC Soft attending much of the bugs i reported previously, so i won't even bother demanding, asking, begging or w/e an answer from them. Neither do i recall them having a normal "known issues" section, where they could provide reported bugs information, possible workarounds and estimated time when a patch comes from Korea. Pretending that things are going great and there are no flaws in the game is a policy.

I'm just curious whether other people think that change to be a bug. Of course, SithMaster is one of those who does not (it's just his nature, that anyone talking against the situation, saying about the need to fix it, is a whiner, that can't adapt). It's just interesting what other people thoughts on the change are.

I think, that while this is not the end of the world, it's certainly an idiotic change. Especially since ranged attacks are quite devastating, it's much easier to die from multiple agroes. To evade multiple agroes, one need to pull mobs apart. With the new 900 range it's often impossible. When it is possible, it requires now much more time and health wasted with unanswered mob shots at you.
When it's about dungeon-type locations, either you get additional mobs on you, or have to go through a wall.

Some nuker mobs have the same unwelcome trait. I recall Flash of Splendor and different catacomb shadows for example. Which have been like that for whole chronicle 4. Another hint that that might be not a bug.


Some people might say though, that this is done on purpose, to add something (thrill? fun?) to pve aspect of the game. It probably falls under perfectly clear "Monsters with unique battle characteristics have been added in accordance with player level increases and other improvements to the game." part here: http://www.lineage2.com/news/chronicle5_07.html
It's to further increase the uniqueness of melee characters that are most affected by the change.

I have a suggestion. Next, increase their agro radius to 900. That's going to be so much fun. Low details on? - Don't go near an archer-inhabited locations or you're dead before you see them.
Never died solo to deep-blue mobs since lvl 70? - Now you will, even if you're not a summoner.

nya.
I know what you are talking about. Just the other day i was attacking a bow mob with my orc monk and i ran away from it, but i was still within it's range so it stayed put.

Here the thing was taking shots at me so i went to use force blaster which is my only ranged atttack and i ended up running towards it. Because i was out of range... :)


I'm just curious whether other people think that change to be a bug. Of course, SithMaster is one of those who does not (it's just his nature, that anyone talking against the situation, saying about the need to fix it, is a whiner, that can't adapt).



Im sorry some people have a better grip on reality then you do.

It's to further increase the uniqueness of melee characters that are most affected by the change.



Wouldn't the people who are affected by this most be ranged attackers with 900 range? oO
Most ranged mobs (physical not casters) that I've encountered are not aggro so having their attack range at 900 doesn't change anything other than now when I hit them they don't run towards me for a couple of seconds. This is generally not a big deal.

If you are talking about pulling social mobs, well you just have to know what the social aggro range is for that mob which is different from their attack range.

I don't see how this would affect a melee unless you attack the ranged mob first then run away like splatter just mentioned. I doubt it will be viewed as a bug and more as a balancing feature to make it slightly harder for ranged players as compared to melees.

I guess since I'm not as high as you I don't understand why you as a melee are finding a problem with increased range for ranged attack mobs. Care to explain more clearly?
There is also the issue with the mobs being able to nuke through walls where players loose target.

Running around the corner gives players "cannot see target" and cancels the attack... mobs dont seem to have any problem nuking you when they cant see you anymore.. I.e around corners in cata/necros
ruri that will happen only once and is to stop people from running around the corner when the mob casts

i ended up running towards it. Because i was out of range... :)



We all know that you did this because you can kiss your love slave from 900 range. :D

Most ranged mobs (physical not casters) that I've encountered are not aggro


This is true but those lizard archers (where you can level crystals up to like level 5 or something) and Plandos are a PITA.
Mobs are cheaters ... when I try to hit a mob that is moving away from me, I can no way hit it either with regular hit or special.
But when I run around mob that is smacking on me, I still get hit when I am 15 meters away from them :(
lol mobs are cheaters :)

the caster shooting through walls or terrain in some instances it should be considered a bug, but there's other where it's a balancing "feature" like jilly mentioned. It's the same reason why the devs took away the nukers' ability to gather up dozens of golems in Ant's Nest and AOE them.
I know one ranged attacker in GC, when I did hte baium quest some week ago. it was anarcher but it had like 2000 in range, hell how far that attacked us... it was just insane...
I think the mobs are all botters. BAN THEM NOW!

As said above, the mobs with long range will be easier for some classes above others. Hunt the mobs that are optimum for your character and you'll have no problem.

lol mobs are cheaters



They perch also but I don't see them getting banned. :mad:
They won't get banned by theirselves, and GMs won't do anything unless you report them :p

They won't get banned by theirselves, and GMs won't do anything unless you report them :p



I'll have to start doing that.



lol mobs are cheaters



They perch also but I don't see them getting banned. :mad:



I sent this screen shot (http://i2.photobucket.com/albums/y40/jfencl/Miscellaneous/Exploit.jpg) to support a long long time ago (you can tell how long ago by my newbness) and both of these mobs ARE STILL IN THE GAME!!!! :mad:



looks to me like its taken yesterday :p




lol mobs are cheaters



They perch also but I don't see them getting banned. :mad:



I sent this screen shot (http://i2.photobucket.com/albums/y40/jfencl/Miscellaneous/Exploit.jpg) to support a long long time ago (you can tell how long ago by my newbness) and both of these mobs ARE STILL IN THE GAME!!!! :mad:



looks to me like its taken yesterday :p


Slightly more up-to-date (http://s2.photobucket.com/albums/y40/jfencl/Miscellaneous/L2%20shots/?action=view&current=3b803cab.jpg&refPage=&imgAnch =imgAnch9). :mad:
See your running around with that Mecha armor :P

See your running around with that Mecha armor :P


Same as BW. :(

See your running around with that Mecha armor :P



and he got 3 antennas on his head too :p
No it's the stick that controls him. He is puppet.
the general rule is, if a mob start an attack it will finish it
i know a few ppl who have bsoed only to get nuked by a mob in toi when they are back in aden
I dont believe having mobs with 900 range on thier attacks is wrong. HOWEVER, as others have pointed out, allowing said mobs to perform another attack when your well beyond the attack range is definetly not right.

Melee mobs can still attack you if you run out of thier range. If you've played long enough, you would have noticed that, for the most part, they all perform at least two attacks on you, before they have to run after you to get in range to attack again. Close range melee, thats fine and dandy with me.

However, this same mob attack pattern has transferred over to the archer/spear/magic mobs. Case in point, the skeleton archer mobs outside the cemetary (heading towards Aden).

While those archers have not even moved from when they started attacking you the first time, when you were within/at 900 range, its possible to run more then twice the attack range away (alot of archer types do attack much slower then close range melee), yet they are still capable of attacking you a 2nd time from that range before they run towards you. In C4, they would attack once, then run towards you to get back in range.

What the programmers need to do is bring back the C4 AI of those ranged mobs. Giving them the same attack pattern of close combat melee mobs makes things very difficult as other have pointed out. If you dont even realize you have a few of them shooting at you, you could be dead before you have a chance of doing anything about them.

Btw, in past sieges, I've noticed this same attack pattern from the castle archers too, killing players long after they've ran beyond the 900 attack range. However, I've never seen any regular mob capable of doing that till now in C5.
they keep sayin this game is mainly pvp then why keep makin the mobs harder even in the low levels ... the range is wrong and should be changed back ... only people and mobs who have attained 2nd class change should even be considered for 900 range :P
and I havent seen any Leto Archers runnin the Sagitarius quest lol
I've noticed this too.
Some (all?) archer mobs simply have insane range. Nearly killed me one time in wastelands, I could not run far enough away. The skeleton archer was on one hill, and I was on another, and it kept shooting at me. It had well over 900 range.
I'm not very happy with this change, but I guess Ill have to just suck it up. It makes it a lot harder to pull ranged mobs as we have been able to before C5.

I don't see how this would affect a melee unless you attack the ranged mob first then run away like splatter just mentioned. I doubt it will be viewed as a bug and more as a balancing feature to make it slightly harder for ranged players as compared to melees.

I guess since I'm not as high as you I don't understand why you as a melee are finding a problem with increased range for ranged attack mobs. Care to explain more clearly?


Took me so much time to come to DC once again, that it's like a necropost.
Here's a screenshot of quite typical situation, happening veeery often. It's probably quite confusing, sorry.
http://img171.imageshack.us/my.php?image=icandosciencemateds8.jpg

Basicly, when you're not quite powerful, you gotta pick mobs one by one preferably, because otherwise, you take unnecessary extra damage. Often, two or more agro mobs are near, if you rush in, you agro both. If you tackle one from a distance (with a debuff or nuke or shot) and they're social, you agro both. But if you come near so that one agroes you and other is as if not aware of you, step back, so that agroed mob follows you, coming away from its comrade, then you rush to it to get the desired one-by-one fight. It's what i call pulling, just in case.
Same is true when one agro mob is near a mob that's social.

In some cases, there is not a problem like that, no need to pull.
Because, for instance, mages have insane DPS, they see no difference, whether to nuke a company of three mobs near each other, or three mobs that are farther apart. Noone will manage to come near.
Archers (at least buffed archers) either. They can kite, they often oneshot mobs with insane patk, and crazy crits. Mob doesn't have time to come near to scratch an archer, or time to have much shots at him from the distance.

Melee has to come in close, often has [comparably] bad damage output and generally have to exchange hits with mobs much more often.

With this range of mobs increase, you'll have a hard time pulling an agro archer out of somewhere. Remember, mob archers are archers, they crit often, hit reeeally hard, really many of them have critical chance and critical damage abilities. And all the time you maneuver back and forth, it keeps shooting.
Devastated Castle is one thing. There is Giants Cave... >_<
Lesser Giant Scouts there are agro, they're x3 hp along with other mobs there, all moobs in the room are social, some are agro, too, some have stun, some have debuffs, barif groups... It would take but a perfect party to farm/level there with a nice tempo.
900 range there means basicly that you can't pull them. Mob shoots across the whole room.
It was a quite nice place in c3 though. Or maybe c1-2, because catas are easier and seem more profitable anyway. :/

p.s. and GC is left to you know who >_>

p.p.s. reminds me of the overall VoS first impression. VoS is a place for nukers, who do not care about those flame debuffs, devastating long range nukes, duplicating mobs, poisons - because mobs never live long enough to pull off their tricks. All that - is hard for melee only.
p.p.p.s. don't try to convince me that i have to take additional people to party for dc at my level...