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Old 10-10-2010, 11:11 AM   #1
pauluzz
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Default Mob health regeneration

Hey,

this is the situation:
Im grinding my lvl 13 conj, I attack a mob lvl 13.
when the mob is like half dead i run away,, after all the mob runs back to its
spawn position. but while doing that it regenerates its health with like 25% per seccond...
I had this a few times now and its realy annoying :/
i know there was an update recently wich had these regenerations in it but
is this normal? that fast regeneration?

Regards,
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Old 10-10-2010, 11:20 AM   #2
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yeah i noticed it's a bit extreme, an agro that is nearly killed by ws spamming runs back to he's position and has full health in no time.

i can imagen this makes grinding a pain and grinding in groups isn't always an option cause there might be noone online, maybe lower the regeneration a bit.
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Old 10-13-2010, 10:29 AM   #3
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Quote:
Originally Posted by pauluzz View Post
i know there was an update recently wich had these regenerations in it but
is this normal? that fast regeneration?
This is most hilarious thing! That update was supposed to prevent archers from kiting based grinding, but in my opinion it hit mages the most, especially warlocks, as they relay on damaging spells, or mental to keep mobs away. With current, high, rate of mob resistance you have to stay and get hit, and energy barrier won't help you much, or you can let mob run back and let regenerate his health. I don't feel much pain on my archers as mana regenerates much faster now so i can use damaging spells more extensively, but grinding my lock became a nightmare (as i dont have SK for mobs now). Fortunately i have only half a level to 50 on both my conju and lock.
And you know what? I think that XP scrolls for ranged are waste of money now.
I saw maybe 3 people (max, including me) in Horus/Ignis using kiting for grinding. By introducing that "feature" they made harder lives of many, many more people. Maybe this is that NGS's policy of making game more attractive to new players, but i don't know how making something boring like grinding harder is going to make game more attractive.
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Old 10-13-2010, 06:12 PM   #4
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As an archer it did not change much.

My hunter just uses the pet to stop the mob returning and as such that part is easy.

My marks has a decent range so I can basically stun fist or ambush before it tries to return. Optionally, I need to let it hit me only once to let it hold position. I can kill challenging easy with no epic or magical gear. I still grind my marks with lvl 16 armour. No problems.

Melee has to engage so no problem there.

For the mage, I skill beetle as high as I can get it and hit that first. I can then attack without the Mob noticing me. After that I can Ivy. As a lock I can DoT and freeze.
Optionally, I also hit the mob as normal and cast beetle on the way to me. I stand in the middle of the attack and return cycle then. The mob passes me under beetle and returns but it will not recover as the return phase now becomes the attack phase part 2. This must be timed carefully as beetle must end before the return phase. Because I stand a little off to the side, the mob (most times) will be out of beetle and will change direction to hit me and actually not regenerate. By this method I extend the attack cycle range , giving my dots time to operate.
In most cases the mob hits me once or sometimes not at all. If the sequence fails at least I have barrier up to block the hits. If I am high enough to get a golem I can use that as a distraction.

Regards
Artec.
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Old 10-13-2010, 06:27 PM   #5
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I must agree the health regen is a bit extreme. While grinding my conju and warlock, I often beetle a mob running towards me to prevent it attacking me. Of course the mob continues running past me, next thing I know, it's running back to its original position and regenerating health faster than I can do damage to it. The beetle + mob running too far + regen doesn't happen very often to me though.
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Old 10-14-2010, 01:10 AM   #6
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Hp regen... is not good. We don't really need it
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Old 10-14-2010, 06:39 AM   #7
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I feel kinda sorry for the new players who have to kill those pendant holders without hit and run tactics.

I think NGD's plan was to make grinding easier for warriors. This however was translated into making grinding harder for all other classes to balance it out. More mana for archers helps alot tho.
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Old 10-14-2010, 01:30 PM   #8
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Quote:
Originally Posted by bois View Post
As an archer it did not change much.
Agree with hunter, hold a mob in place with a pet.

But for a marx, having to let a mob hit them, forcing a ranged character into melee is a bad move....whats nxt? making the ranged mobs keep range?

Also i agree with all that the rate of regen is far to high.

I can see why its been done, it encourages group grinding, but its doing it with a stick rather than a carrot....even a small carrot (lots have been sugested) would be helpful.
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Old 10-14-2010, 02:43 PM   #9
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Im guessing the pendant holder quests are more challenging now as well
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Old 10-14-2010, 06:41 PM   #10
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How would players feel if whenever a player got out of your attack range..they regained full hp?

I dislike it because it adopts a different system for pve that should work the same in both pvp/pve, thats why i also think the soulkeeper and heal resistant summons are stupid. I dont even own a lock but i think that spell should work in pve..theres no reason why it shouldnt aside from adding undue frustration to grinding.
And yes this adds more. not fun. ive always thought grinding should be monotonous, but not hard, just something to get thru before you are ready for pvp, and to some extent show the player how skills/gameplay works, but how can they when we have this trend that is making up different rules for different instances.
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