This drives me crazy to the point where I start punching walls. Mobs should NOT kite you halfway across the map. Im looking at you spear chucker goats, female vomit zombies, and wasps. Then they give them shielding, jailer, frozen, and molten and its just even more retarded. Didnt Blizzard say they were fixing this to prevent mobs from kiting you all over the place. Id rather have impossible affixes cause then at least it takes some skill to kill rather than dumb ass mobs that take 15 mins to kill just because you have to chase them all over the place. Oh and then you die because they run you through 435743574 adds along the way.so they are back at full health and you have to do it again.
It might not look like it but in reality any elite/champion will always follow you. So instead of running after them lure them into a previously cleared area.
Yea done that but as soon as you turn towards them they run away again. Then when you finally catch up or get close they jail you or put up shielding. Its just dumb. Also I had one that had invuln minions with plague and molten. The elite ran herself to the end of a narrow corridor and all the minions were b/t me and her and the entire place was nothing but fire and poison. Also because of collision couldnt push past them and even if I did the molten and plague kills me. Tried running far away but they never moved. Can I report mobs for hacking?
Sure its annoying but it adds a little variety to the game. I think they could tone down the kiting mobs a BIT, but complete removal would be too much, imo. /agree overall, I feel your pain.
I find it amusing that mobs can actually use our own strategies against us. Run, kite, wear us down, force us into make a mistake and blow that disable's/skill's cooldown before it's needed.
Is it a bit annoying? Yes, might be to some builds/classes. I could agree with a bit of tweaking (as they can only trigger the "run away" script every 10 seconds), but that doesn't mean it's not fun for all of us.
Just like mobs with so many disables (nightmarish, knockback, frozen for instance). I always hated those bastards. Now that I have a WD with tons of "disable on hit", it's payback time, they can barely move without being feared, frozen, stunned or blinded.
i fought a nightmarish, jailer, fleeing group the other day that i literally could not touch. i eventually just gave up.
no ICD on nightmarish is just blatantly retarded. then throw in fleeing and jailer and you can't touch them as a barb. i just don't get how blizzard lets this shit get through.
they said they were fixing shielding and fleeing in 1.0.3, but they didn't even touch it. they were hoping for a placebo effect. i just two seconds ago fought a shielding flee'er that shielded, then dropped shield, and shielded literally 1 second after again. and sometimes they'll be shielding for nearly the entirety of my WOTB. and if anything fleeing feels like it got worse.
and once again, WHO'S GENIUS IDEA WAS IT TO PUT NO ICD ON NIGHTMARISH
i quite enjoy the game these are literally the only things that make me rage. and a little bit the fact ive full cleared act 3 50 times in the past 4 days with 300% MF and haven't found anything.
i fought a nightmarish, jailer, fleeing group the other day that i literally could not touch. i eventually just gave up.
no ICD on nightmarish is just blatantly retarded. then throw in fleeing and jailer and you can't touch them as a barb. i just don't get how blizzard lets this shit get through.
that must have been horribly annoying if you're not a WW Barb (which I am), otherwise you just run from them and let them kill themselves.
they said they were fixing shielding and fleeing in 1.0.3, but they didn't even touch it. they were hoping for a placebo effect. i just two seconds ago fought a shielding flee'er that shielded, then dropped shield, and shielded literally 1 second after again. and sometimes they'll be shielding for nearly the entirety of my WOTB.
Happened to me a couple times already. Makes me feel like my Barb is crap (when he clearly isn't). If I had 3 seconds worth of dmg from Wrath I know they would be dead, but alas, permashielding doesn't allow that
and once again, WHO'S GENIUS IDEA WAS IT TO PUT NO ICD ON NIGHTMARISH
Honestly, I think sometime down the road we might see some ICDs on pretty much every monster ability/affix, hopefully. Mass arcanes, mass vortexes, mass walls are all horribly annoying to deal with (some downright impossible like Nightmarish).
For shielding mob, the 1st shield and 2nd shield are are abt 1 sec apart from each other. After the 2nd shielding is down, the third one will be up abt (12-15 sec) later coz my WOTB ended around there. The trick is to trigger the first shielding and kite abit wait for the 2nd shielding to go down before u unload on them yr skill/dmg.
Let me get this straight. The OP makes a post last week or something about why make a game where skill doesn't matter, then makes a post complaining today about dying to packs that use our strategies against us. I'm a barb so I feel the pain of crazy annoying affixes like this too. It's just ironic, is all.
Just want to add a +1 to the people who have said, don't follow them. They will come back, I promise.
Admittedly run away mobs are super annoying but more so for melee than ranged. It works the reverse way too. On my monk I want to get in the middle of a pack and have them stand toe to toe with me. On my DH I want them to run away and stay as far away as possible.
It might not look like it but in reality any elite/champion will always follow you. So instead of running after them lure them into a previously cleared area.
For shielding mob, the 1st shield and 2nd shield are are abt 1 sec apart from each other. After the 2nd shielding is down, the third one will be up abt (12-15 sec) later coz my WOTB ended around there. The trick is to trigger the first shielding and kite abit wait for the 2nd shielding to go down before u unload on them yr skill/dmg.
The thing is, from what I've seen in my plays, they activate the ability at random intervals (yay more RNG! No seriously I like it :P), so I've encountered packs that simply died before using it even once, and I've encountered packs that had absolutely 0 seconds of interval between 3-4 uses of shielding.
Sometimes they'll have that 1 second you talked about, but then they probably have something like waller/nightmarish/frozen so hittin them isn't always an option
It might not look like it but in reality any elite/champion will always follow you. So instead of running after them lure them into a previously cleared area.
No they won't. They have an aggro range that you can move out of. You can, on most elites, break up a group of 4 into manageable groups of 1 or 2 at a time. Then kill the rest.
That said, your goal should always be to kite an elite pack into an area you know is clear. Some groups are, of course, harder than others to do this to.
It might not look like it but in reality any elite/champion will always follow you. So instead of running after them lure them into a previously cleared area.
No they won't. They have an aggro range that you can move out of. You can, on most elites, break up a group of 4 into manageable groups of 1 or 2 at a time. Then kill the rest.
That said, your goal should always be to kite an elite pack into an area you know is clear. Some groups are, of course, harder than others to do this to.
They will, but it's a bit of a 'dance'. If a mob starts running from you, and you go the opposite direction a few yards, by the time they hit the edge of your screen, or just past it, the AI will attempt to re-engage you almost all of the time. This doesn't prevent them from fleeing again as you attempt another engage, but it does prevent them from dragging you into other packs of crap by constantly chasing them in random directions.
It's still annoying, but at least there's a bit of control to the chaos.
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Is it a bit annoying? Yes, might be to some builds/classes. I could agree with a bit of tweaking (as they can only trigger the "run away" script every 10 seconds), but that doesn't mean it's not fun for all of us.
Just like mobs with so many disables (nightmarish, knockback, frozen for instance). I always hated those bastards. Now that I have a WD with tons of "disable on hit", it's payback time, they can barely move without being feared, frozen, stunned or blinded.
no ICD on nightmarish is just blatantly retarded. then throw in fleeing and jailer and you can't touch them as a barb. i just don't get how blizzard lets this shit get through.
they said they were fixing shielding and fleeing in 1.0.3, but they didn't even touch it. they were hoping for a placebo effect. i just two seconds ago fought a shielding flee'er that shielded, then dropped shield, and shielded literally 1 second after again. and sometimes they'll be shielding for nearly the entirety of my WOTB. and if anything fleeing feels like it got worse.
and once again, WHO'S GENIUS IDEA WAS IT TO PUT NO ICD ON NIGHTMARISH
i quite enjoy the game these are literally the only things that make me rage. and a little bit the fact ive full cleared act 3 50 times in the past 4 days with 300% MF and haven't found anything.
Patch 1.0.3 – v.1.0.3.10057 - June 19, 2012
Wasps in Act II, Mage Constructs in Act II, and Winged Mollocks in Acts III and IV will now run away less.
So if u think they are hard now, think again.
Happened to me a couple times already. Makes me feel like my Barb is crap (when he clearly isn't). If I had 3 seconds worth of dmg from Wrath I know they would be dead, but alas, permashielding doesn't allow that
Honestly, I think sometime down the road we might see some ICDs on pretty much every monster ability/affix, hopefully. Mass arcanes, mass vortexes, mass walls are all horribly annoying to deal with (some downright impossible like Nightmarish).
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Admittedly run away mobs are super annoying but more so for melee than ranged. It works the reverse way too. On my monk I want to get in the middle of a pack and have them stand toe to toe with me. On my DH I want them to run away and stay as far away as possible.
True story.. They will bring reinforcement if u folo them
common sense ftw!
Sometimes they'll have that 1 second you talked about, but then they probably have something like waller/nightmarish/frozen so hittin them isn't always an option
That said, your goal should always be to kite an elite pack into an area you know is clear. Some groups are, of course, harder than others to do this to.
They will, but it's a bit of a 'dance'. If a mob starts running from you, and you go the opposite direction a few yards, by the time they hit the edge of your screen, or just past it, the AI will attempt to re-engage you almost all of the time. This doesn't prevent them from fleeing again as you attempt another engage, but it does prevent them from dragging you into other packs of crap by constantly chasing them in random directions.
It's still annoying, but at least there's a bit of control to the chaos.