Andrewvm Posted October 28, 2019 Posted October 28, 2019 I read complaints of AV's like nosferatu running like Shirley Temple on tap-shoes when fighting them with Fear (run away) type powers. Today I found out for myself running chapter 2 of the Pandora box arc. I play grav/storm, and while I can get a decent chunk of damage out of them, that outcast AV and in a later mission the arbiter both run away almost immediately. (right through my hurricane and immobs) and stay away long enough to heal up and then do it all over again and again. Can we remove the run-away from boss+ content? I get it when they are grey to me or minions who realise that I'm above their pay grade, but not the leaders of a gang or organisation. Plzplz? (with a cherry on top?) 2
Razor Cure Posted October 29, 2019 Posted October 29, 2019 I agree with this. I tried soloing a cap sf awhile back, and Infernal just would NOT stand still. He couldnt hit me or my pets, but just ran away every 10odd seconds, and ran a good 50 yards too! I also know there has been a few other threads talking about wanting harder content, and how 'most' people who play seem to just want AI that stands in a pack, and lets us hit it. Which..is true to a degree. But of the other hand, CoX has never been about super AI and AV fights with run/cover/dogge/special move/whatever else mechanics (aside from some of the incarnate stuff), and adding anything like that would annoy as many people as it pleased. But AVs running is annoying, especially with no immobs or taunts, and logically quite silly. WHy would something with 20 times your hp run? Even just having the AI run a bit near death would make more sense.
Lost Ninja Posted October 29, 2019 Posted October 29, 2019 I must admit that I thought the original devs removed the "run away" aspect of fear. Mob stopped running away and just trembled in place. Perhaps failure to remove it from GM/AVs was because they (at the time) didn't believe you could stack enough to make it worthwhile.
drbuzzard Posted October 29, 2019 Posted October 29, 2019 I concur with this suggestion. Romulus seems rather over inclined to panic and runs away when you don't even use a rain or anything such. I'm not even sure what sets him off as he was running from my sonic/EA sentinel when I was soloing that TF. I don't think any of my powers have a fear component.
nihilii Posted October 29, 2019 Posted October 29, 2019 I'd be bummed if that suggestion went through. First, I enjoy getting to use mobility. Chasing down AVs is fun (YMMV, obviously). Second... One of the big reasons I'm a relentless Sentinel cheerleader is this particular point. Having AVs run away from you all the time while maintaining a solid attack chain and almost Scrapper defenses give you essentially stronger mitigation than a Scrapper, because so much of the AV damage is cut down from their running away. If you don't like AVs running away from you, power pool Provoke is an option available to every character. Yes, that means one extra power pool choice. Another option can be to get an immobilize, most AVs don't have more than mag4 resistance to immobilizes which means 2 applications will be enough to keep them still. I think all characters have access to some form of stackable immobilize, whether through epics or primary/secondary. There's also being (or playing with) a Tanker, a Brute, a Scrapper with a taunt aura, a Scrapper with Confront. You could also get the Melee Hybrid Incarnate power, which comes with a Taunt effect for its 2 minute duration. I feel there's enough options out there to make this AI tune down unnecessary. Perhaps look at particularly egregious cases like Rommie jumping up the 200 feet high Cimerora wall the moment you sneeze at him, and Nosferatu is also another notorious runner (even then, is it really that bad if a couple AVs out of the many out there run like headless chickens?). Most other AVs are fine IMHO.
Jeneki Posted October 29, 2019 Posted October 29, 2019 There's always Diabolique, who is pretty much hard coded to run away while phase shifted.
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