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New NPC(Mob) changes

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Gunlinger
Posts: 69

New NPC(Mob) changes

Post#1 » Sun Dec 17, 2023 7:03 pm

What ever may be the tought behind the new changes to Mobs and their changed mechanics. They are making basic PVE contend frustrating and almost unenjoyable for some classes.

Mobs that were never ment to use knockback, are now constantly kicking the player down ledges or against strucktures where they get stuck for essential second without the chance to defend against attacks.
Mobs use spells and dots with to high duration and dmg they were not ment to be using, making it almost impossible to heal up against with the high cooldown 2 pot system players can use.

Mobs being immune to the effect of knockback was compensated in the past by turning every knockback against a mob into a knockdown. That is no longer the case. Knockback spells are now without any effect against mobs.
On top of that we still face a to fast respawn rate of mobs that was introduced some long time ago now.
Leveling and taking a time off from RvR(PvP) by doing PvE contend is no longer satisfying under this new conditions. It is more frustrating then ever.
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Topdude
Posts: 119

Re: New NPC(Mob) changes

Post#2 » Sun Dec 17, 2023 8:28 pm

Agreed! There is no reason I can see to justify making PVE harder. Waiting for time to tick to see how it affects farming and pot availability.

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Belpleiadion
Posts: 2

Re: New NPC(Mob) changes

Post#3 » Sun Dec 17, 2023 9:22 pm

On Live, pve mobs used spells and dots and they should do so here too.

Pre-ability revamp (2014-now) it was boring fighting pve mobs that were dummies with 0% abilities (except spiders poison dot, wolfs howl dps buff, any pve mobs that used bows/crossbows or guns, and sorc pve mobs in Caledor were suprisingly able to use sorc spells).

Previously, there was no challenge and it wasnt as hard/fun like on live due to how it was way too easy that it made it feel extremely boring/tedious instead of actually challenging/threatening. Caster NPC mobs clubbing you to death with staffs instead of using magic made no sense. Now all that is improved.

However, dmg is way too high currently, and they need a dps nerf. I still support the new punts, dots, and abilities though, its a great improvement compared to before.

Too fast respawn for NPC mobs in pve is another big problem, I remember doing most of the Order pve quests solo as a lvl40 Slayer last summer and this respawn problem made questing very difficult against Skaven in a cave in Thunder Mountain and fighting Trolls in another cave in Black Crag, which made it feel like a microdungeon ( I had to kamikaze my way through to get the quest objective before dying in that Troll cave near the Nurgle PQ in the first Dwarf chapter in BC).

Nerf pve mob dps, reduce respawn rate, and make kd on pve mobs work again.

No reason for a solo player to not be able to solo pve quests and Easy-difficulty PQ.

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Omegus
Posts: 1398

Re: New NPC(Mob) changes

Post#4 » Sun Dec 17, 2023 10:19 pm

Gunlinger wrote: Sun Dec 17, 2023 7:03 pm What ever may be the tought behind the new changes to Mobs and their changed mechanics. They are making basic PVE contend frustrating and almost unenjoyable for some classes.

Mobs that were never ment to use knockback, are now constantly kicking the player down ledges or against strucktures where they get stuck for essential second without the chance to defend against attacks.
Mobs use spells and dots with to high duration and dmg they were not ment to be using, making it almost impossible to heal up against with the high cooldown 2 pot system players can use.

Mobs being immune to the effect of knockback was compensated in the past by turning every knockback against a mob into a knockdown. That is no longer the case. Knockback spells are now without any effect against mobs.
On top of that we still face a to fast respawn rate of mobs that was introduced some long time ago now.
Leveling and taking a time off from RvR(PvP) by doing PvE contend is no longer satisfying under this new conditions. It is more frustrating then ever.
The intent was restoring the abilities to NPCs which were missing in live and missing from ROR since... forever?

Report any bugs - like knockbacks not being turned into knockdowns on NPCS - on the bug tracker.
Zomega: RR8x Zealot

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Gunlinger
Posts: 69

Re: New NPC(Mob) changes

Post#5 » Mon Dec 18, 2023 6:45 pm

Back on live i did the unspeackable. I leveled my first/main char, a Witchhunter from 1 to level 40 only with pve quests and mobs. It was smooth and good ballanced. Because back then there where no shared immunitys. It was PVE as it was ment to be. You had a mob that was a melee type and you could knock him down. After he stood up and attacked again you could use your disarm counter on parry and he was unable to use his weapon. If you timed everything right you where even able to take on most champions and heros that had roughly the same level. This kind of things are absolute impossible today. Not only because of the immunitys that got placed on ALL mobs instead of just some special mobs.
But also because of the to high dmg output of most mobs. The ever smaller AP pool and reg is doing the rest.

When restoring abilities to NPCs was the intent, then it was obviusly done with the
''add to all'' option. Cat type mobs like lions and cougars always had a knockdown.
And only some special mob types had a knock back. On top of that, no mob that was anywhere near a cliff or a bridge ever had a knockback skill. Most of the elf chapters are full of bridges and platforms where you have to make your way all around. And on most of those bridges are mobs. And most of them use the knockback as soon as you aggro them. Sending you down. Sometimes you even get kicked down into the other realms pve site, where you are trapped betwean two chapter camps with 55+ champs, so you have to use a scroll or other port to get out.
Mobs near walls also never had any kind of knockback. That was because of the problems that occured right after start, when thousands of players got kicked into objects or walls from mobs in the first week, resulting in beeing stuck in the falling animation on fences, boxes and torches. They took away most CC skills from basic mobs and only gave it to important mobs and those where it was no problem at all.
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