You know what I mean you lamer!!!!!!Kyr wrote:1) I'm in my own tier.
2) If there were others in my tier, it wouldn't be Jaster...
Barber, you may proceed.
Master Mob Lead (Way beyond 30 days) #SetThemFREE
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Bump
I just realized this thread was here!
I worked so hard to get master for that mob. New mobs are absolutely terrible.
Was the reason ever given for the change by an IMM?
I feel like everyone suffered because of a couple fades/warder-aes sedai farming stuff.
Bring back old mobs as they were...
Orino
I just realized this thread was here!
I worked so hard to get master for that mob. New mobs are absolutely terrible.
Was the reason ever given for the change by an IMM?
I feel like everyone suffered because of a couple fades/warder-aes sedai farming stuff.
Bring back old mobs as they were...
Orino
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Gosh. These mobs are terrible.
Going away again! Enjoy your Trump bashing and low member community.
Going away again! Enjoy your Trump bashing and low member community.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
That's why this thread is here, Orino, to discuss bringing master mobs back. Offer some input instead of being a Debbie Downer (:
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
viewtopic.php?f=75&t=7933
This is the flipside to my argument, I suppose. Removing the threat of moblead allows players to sometimes take more risks because they don't have to worry about the extra mob. Perhaps this is a net positive vs re-imping some form of usable mob, given the severely diminished pbase and the fact that if there actually is pk, it is far more likely to be 1-3 vs 1-3 than it is to actually be group pk.
That obviously only affects pk and not everything else, but its worth noting. I still think the benefits of having moblead outweigh the negatives. It seems like people's main issues were:
1) Fades being able to lead everything everywhere.
2) Master/Tower duo's running around clearing smobs w/o needing to include others.
Issue one is easy enough to solve. Issue two probably takes more creative measures, but probably has an alternate solution to the current system. Even if it isn't resolved, it really isn't hurting anyone, most of the eq is dumped in barrels, and it isn't like the people who used to do this so they didn't have to chat asking for smobbers are suddenly going to start chatting and forming smob groups. They will skype a friend to log on and join.
This is the flipside to my argument, I suppose. Removing the threat of moblead allows players to sometimes take more risks because they don't have to worry about the extra mob. Perhaps this is a net positive vs re-imping some form of usable mob, given the severely diminished pbase and the fact that if there actually is pk, it is far more likely to be 1-3 vs 1-3 than it is to actually be group pk.
That obviously only affects pk and not everything else, but its worth noting. I still think the benefits of having moblead outweigh the negatives. It seems like people's main issues were:
1) Fades being able to lead everything everywhere.
2) Master/Tower duo's running around clearing smobs w/o needing to include others.
Issue one is easy enough to solve. Issue two probably takes more creative measures, but probably has an alternate solution to the current system. Even if it isn't resolved, it really isn't hurting anyone, most of the eq is dumped in barrels, and it isn't like the people who used to do this so they didn't have to chat asking for smobbers are suddenly going to start chatting and forming smob groups. They will skype a friend to log on and join.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
The thing I found most frustrating about original master mob lead is how high damage characters like channelers and master rogues basically got to use bash for free. Remove all mob commands like hide/bash etc... and keep the helpful gameplay stuff like open/sit/stand/equip etc. That way it's extra buffing for certain scenarios without a lot of the other balance issues.
Also make it so people like fades and BG masters can only lead a limited number of mobs in heavy PK zones. That makes it far more of a judgement if you actually use your mob rather than repeatedly running off to get a new ones and or/stacking in a frustrating manner.
Also make it so people like fades and BG masters can only lead a limited number of mobs in heavy PK zones. That makes it far more of a judgement if you actually use your mob rather than repeatedly running off to get a new ones and or/stacking in a frustrating manner.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Could make it cost qps when your mob dies even in same zone you got it in. Could possibly implement some type of link once you order a lob to follow you that if that mob ever dies while your still on then you lose qps, even in same zone.
I agree with removing mob bash. I remember fighting 3v1 on Matheus with a full dodge kit 150 or so dB and his mob bashed me with a spiked club and slew me. Was great sadness but fun PK.
I agree with removing mob bash. I remember fighting 3v1 on Matheus with a full dodge kit 150 or so dB and his mob bashed me with a spiked club and slew me. Was great sadness but fun PK.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Am i missing something? We can only lead 1 type of mob and have to run dusty/Kajin for them. I might be wrong as I only had access to master mobs for a short while before they were redoneRoadeur wrote:Also make it so people like fades and BG masters can only lead a limited number of mobs in heavy PK zones.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
Could lead fblands patrol mobs as well, so could stack the doors around there with mobs - which I think is one of the greater griefs people have with old mobs. Sal cav,and maybe lancers too? have a bunch of mobs around IJ, but PK rarely/never ends up over there,so not really as big of an issue.
Re: Master Mob Lead (Way beyond 30 days) #SetThemFREE
+1Eol wrote:I don't see the solution to this as re-upping the most powerful - we should have considered reevaluating the PK zones to try and make patrols and mobs more available to adapt to a world where people won't be showing up with all the mobs in the zone at their beck and call.