Ranged monster Ai , damage and density

Jacko

Dedicated Member
Dedicated Member
Jul 7, 2011
946
10
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the netherlands
Take OmaLair if you meet more then 2 om a's you can't even walk away from them you're forced to fight them as a wizard this is a piss job and their damage is just way too high these monsters should hit lower and alot slower.

I don't know what you guys did with the damage they deal after acem2 either but they're a pain ever tried to get a wizard to bloodlands when the doors are blocked? It ain't gonna happen.
Their range is also still way too high hitting you when offscreen(ridiculous)

wizards and archers really don't like ranged monsters but the strength of them in here makes it even worse I can understand the strenght of the Orc mages but all those other monsters really need to get reduced in spawn and have their damage lowered since it's not even a skill thing they're just a pain.

They're also preventing wizards from massluring in lots of cave

hope people want to get rid of this pest in this server
 

The NightAngel

Banned
Banned
Dedicated Member
Loyal Member
Feb 8, 2014
501
9
60
If more of them approached like mino guards do instead of ran away itd be a quick fix.
I agree that the range is broken once you have the agro.
Maybe give them a chance to miss on a moving target, the auto lock is harsh.
 

Chaiyns

Dedicated Member
Dedicated Member
Jan 6, 2013
92
4
34
Yeah the range once aggro'd is a bit nuts, but otherwise it's not too bad I mean yeah they do 10 more damage than the other mobs, but they also die a lot quicker and give more xp than the typical ones, it might not come across perfectly fair to you, but it really isn't brokenly bad or anything.

As a side note though a lot of the times ranged mobs in mir seem to be around for the express purpose of not allowing classes to sit kiting for the super easymode xp, you'll have to work for it and get hit like the rest of us :P
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
Maybe just reduce attack range to vertical field of view using default UI?

It's right awful when the attack range is the same as horizontal FoV and you're moving away from the either up or down.. they disappear off your minimap and still flinch you.