Please stop punishing my portable walls and meatshields.

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foreverb
Posts: 34
Joined: Thu Sep 23, 2004 10:19 pm

Re: Please stop punishing my portable walls and meatshields.

Post by foreverb »

You've done absolutly nothing to help us with mobs that hit for 3100 while ignoring armor and only giving 1200 exp to the group. Next please.
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aelvana
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Joined: Thu Sep 23, 2004 5:53 pm

Re: Please stop punishing my portable walls and meatshields.

Post by aelvana »

Then don't fight those mobs for exp...
foreverb
Posts: 34
Joined: Thu Sep 23, 2004 10:19 pm

Re: Please stop punishing my portable walls and meatshields.

Post by foreverb »

I know your like 170 healing, did you get all your levels using prenerf blind? Maybe thats why we arnt seeing eye to eye on this.


These mob in which i speek hit between 600-900 with normal attacks that are reduced to 300-450 with my heavy armor. The problem occures when this mob hits me randomly for 3100 while completely ignoring my armor.
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pcheez
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Joined: Sun Sep 26, 2004 3:31 pm

Re: Please stop punishing my portable walls and meatshields.

Post by pcheez »

Anything below purple con will give a lvl 170ish group very little xp. Now purple con mobs (especially zerx) enjoy some AoE criticals. Ie, it can wipe out 4 meleers with one blow. Then the situation becomes real ugly because the healers have now got to rez 4 people that go down the sec they are up.

Funny really, up,down,up,down,up,down,up,down. hehe poor meleers :p
Am i supposed to write something witty here ?
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neofuzz
Posts: 171
Joined: Tue Sep 28, 2004 1:59 am

Re: Please stop punishing my portable walls and meatshields.

Post by neofuzz »

Well perhaps in the interests of balancing things out... devs could give us an uber unblockable attack with unlimited use also. :rolleyes:
Fuzz
Jungle Thug, Ninja Forager, The Kami Champion who took a -164 personal Kami fame hit thx to the Fleeting Gardens fame bug (and cancelled my Ryzom account in protest).
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aelvana
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Joined: Thu Sep 23, 2004 5:53 pm

Re: Please stop punishing my portable walls and meatshields.

Post by aelvana »

I'm curious about the percentage of mobs that have attacks like that. I'm used to duoing and grouping with just a few people who I knew and leveled up with me. Linuxprox and I were duoing ocyx, him like 180 - almost 200 recently, for good fast EXP. They never did more than a quarter of his life in one hit, so I could sit for a few seconds between casts. You can wait and react, it's great. Sometimes he'd dodge a ton in a row. If more joined, we'd move up to jugula for good group exp, with which it was safer to spam a double high-octane heal + small stam spell, but they still never killed him (except a couple times due to me). They hit fast was the problem. With slow, it would be easier on the healing, I'm sure. I don't know anyone to try it with, with a 170+ slow. Would herbivores from the next difficulty of region be ok too? It's still not bad without slow though as long as your healer is paying attention. Just know which mobs to fight for EXP I guess.

I think I know which affliction I'm going to take up and try :P
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aelvana
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Joined: Thu Sep 23, 2004 5:53 pm

Re: Please stop punishing my portable walls and meatshields.

Post by aelvana »

Doh ok, the point tetra, I got it :P I VERY much agree that you shouldn't be removed from a mob's EXP list when you die...
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neofuzz
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Joined: Tue Sep 28, 2004 1:59 am

Re: Please stop punishing my portable walls and meatshields.

Post by neofuzz »

aelvana wrote:I'm curious about the percentage of mobs that have attacks like that. I'm used to duoing and grouping with just a few people who I knew and leveled up with me. Linuxprox and I were duoing ocyx, him like 180 - almost 200 recently, for good fast EXP. They never did more than a quarter of his life in one hit, so I could sit for a few seconds between casts. You can wait and react, it's great. Sometimes he'd dodge a ton in a row. If more joined, we'd move up to jugula for good group exp, with which it was safer to spam a double high-octane heal + small stam spell, but they still never killed him (except a couple times due to me). They hit fast was the problem. With slow, it would be easier on the healing, I'm sure. I don't know anyone to try it with, with a 170+ slow. Would herbivores from the next difficulty of region be ok too? It's still not bad without slow though as long as your healer is paying attention. Just know which mobs to fight for EXP I guess.

Zerx, Yetin, Kincher, Kirosta, Kipesta and several other high end mobs have unblockable overpowered attacks which they use regularly. Attacks which can wipe out both tanks in a good group in only one or two successive hits. The occasional critical hit, causing malus and a larger than usual loss in health would be quite understandable. However, mobs with regular, unlimited use of unblockable special attacks exceeding or close to exceeding the health of a melee fighter of nigh on the same level is extremely unbalanced in my opinion. Fight something else you say? Sure, that's what we do. But still, that does naught to resolve the issue.
Fuzz
Jungle Thug, Ninja Forager, The Kami Champion who took a -164 personal Kami fame hit thx to the Fleeting Gardens fame bug (and cancelled my Ryzom account in protest).
lyrah68
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Re: Please stop punishing my portable walls and meatshields.

Post by lyrah68 »

I think that mobs should be subjected to the SAME limits to their skils that WE are. If WE have a timer...so should they, if that timer for us is X minutes, theirs should be EXACTLY X minutes...not a second less. If OUR skills are blockable or there is an immunity to it, they should be subjected to the EXACT same limits.

I never DID like the idea of battle being over in seconds, NOR battle taking longer than 45 to 50 seconds, a battle to kill ONE mob taking more than two minutes would be insane, but the idea that a character fighting a mob more than TEN levels UNDER their current level ONE shot killing them...that is just not tollerable.
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aelvana
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Re: Please stop punishing my portable walls and meatshields.

Post by aelvana »

I see them as mobs with deterrants to fighting them, which I'm used to in games. Instead of providing ways around them, though, or ways to deal with them albeit hard to execute ... well ... they ARE hard to deal with, just within the confines of physics in Ryzom. Things wouldn't pose a threat to groups that was hard to deal with in this game unless they could instakill or such, I don't think.

I do agree that it's not a cool thing for fighters:/ At the LEAST please keep people on a mob's EXP list when they die.

*stuck at the non-game computer cause the hermit crabs are out and don't want to disturb them* =D
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