TheZag Posted July 7, 2022 Posted July 7, 2022 (edited) Mobs occasionally become stuck in the walls for various reasons. Sometimes its no big deal but other times they are required for mission completion. There are a few ways to solve the problem but they dont work every time. Some that come to mind are - -reset the mission (kinda sucks to do and not available on TFs unless everyone logs out) -auto complete the mission (available once every few days) -use a PBAoE (slowly burn down the target in the wall as your ability recharges. Doesnt always hit) -use pets (pets can occasionally find the 'spot' that doesnt count as blocked line of sight) -wait (mobs get unstuck by themselves on occasion) -teleport out of b.....(actually, Cobalt frowns on this one so instead we have...) -call for GM help (the GMs do a great job but response time can vary depending on how many are on duty and how many tickets they have) And all of these solutions either arent always available or might not help at all. My suggestion is to run the /stuck code on mobs that have qued movement but arent mezzed and havent changed their location or been damaged for several seconds. I dont think there are any mobs that que movement and never actually move unless they are mezzed or stuck. Give it a 10 second timer and if the /stuck script fails to return the mob twice, then have it dropped on the player coordinates. Mobs generally are still close to the play area when they get stuck so the first attempt would probably free them in most cases. I think this would solve almost all of the stuck mob problems and free the GMs to focus on other issues while allowing players to continue playing only slightly interrupted by a stuck mob. Edit: Alternatively, make it a command for players to use (/stuckmob). So the game isnt constantly monitoring for potentially stuck mobs and only performs a check after the command. Edited July 7, 2022 by TheZag 2
Rudra Posted July 7, 2022 Posted July 7, 2022 (edited) There's also Teleport Other. I do like this idea. I just have one teeny, tiny complaint with it.... Depending on my character and opponent, I intentionally try to get the mob stuck in something. Like the giant Wailer EB into the sewer grated platform he is standing on. So him getting free after all the effort put into knocking him into the platform would be annoying. Maybe change it to 10 seconds of out of combat it triggers instead? Please? Edit: Scratch that. Two complaints. Some maps, specifically Arachnos maps, have legal spawn locations that are outside of the player accessible portion. And this would not fix the inability to take those mobs down on the oh so often is a defeat all mission they like to spawn there in. (I'd personally like to see those maps fixed to lose those locations/spawn points, but it is still a consideration for this thread.) Edited July 7, 2022 by Rudra 1
Psyonico Posted July 7, 2022 Posted July 7, 2022 Teleport target only works on minions, so there's another issue with it. What this team needs is more Defenders
Rudra Posted July 7, 2022 Posted July 7, 2022 No it doesn't. It teleports any target with less than Mag 2.2 teleport resistance. 1
TheZag Posted July 7, 2022 Author Posted July 7, 2022 2 hours ago, Rudra said: There's also Teleport Other. I do like this idea. I just have one teeny, tiny complaint with it.... Depending on my character and opponent, I intentionally try to get the mob stuck in something. Like the giant Wailer EB into the sewer grated platform he is standing on. So him getting free after all the effort put into knocking him into the platform would be annoying. Maybe change it to 10 seconds of out of combat it triggers instead? Please? Edit: Scratch that. Two complaints. Some maps, specifically Arachnos maps, have legal spawn locations that are outside of the player accessible portion. And this would not fix the inability to take those mobs down on the oh so often is a defeat all mission they like to spawn there in. (I'd personally like to see those maps fixed to lose those locations/spawn points, but it is still a consideration for this thread.) Whatever makes it work would be fine with me. I lean towards my edit that offers a slash command so mob unstuck is by request instead of automatic. That would cover your concern i believe. Even give it a timer if necessary to prevent usage abuse if someone figured out a way to abuse it. 1
Psyonico Posted July 7, 2022 Posted July 7, 2022 1 hour ago, Rudra said: No it doesn't. It teleports any target with less than Mag 2.2 teleport resistance. Are there any Lts+ that have less than that resistance? What this team needs is more Defenders
Oklahoman Posted July 7, 2022 Posted July 7, 2022 I've always kicked around the idea that a team/league leader should have some special ability, but never have been quite sure what. I've thought it should probably be a buff of some kind with a long recharge. I wonder if Fold Space would be a good candidate for a team/league leader power? Thinking of DFB (and some of the other examples given, that gives you a way to dislodge a problematic bad guy. Oklahoman, Okie, Vayne Glorious, Sooner Magic, Treehugging Wacko, Boy Band, etc Farming Incarnate Salvage - 1 salvage roll every 15 minutes! || Why NO TELLS to join your little MSR thing? Using DEMORECORD To Find Who Is Sabotaging Lambda Badge Runs https://www.twitch.tv/oklahomancoh || @oklahoman.bsky.social
Rudra Posted July 7, 2022 Posted July 7, 2022 Uhm... yes. I just teleported a Totem in Dark Astoria with no problems at all.
Andreah Posted July 7, 2022 Posted July 7, 2022 (edited) I believe it also depends on the relative level, including shifts, between the teleporter and the target. Teleport Foe is pretty weak generally though, compared to Wormhole or Fold Space. In Dark Astoria specifically, all of one's incarnate level shifts will active, and let you teleport higher tier mobs. Edited July 7, 2022 by Andreah 1
Rudra Posted July 7, 2022 Posted July 7, 2022 Fine. So I logged back in, exemplared my keister down to level 39, entered the flashback mission, and teleported the Nerva Spectral Daemon Lord, Still with no problems. I couldn't Teleport Other the level 54 mobs I tried while exemplared, but yeah, works just fine on more than just minions.
Andreah Posted July 7, 2022 Posted July 7, 2022 4 minutes ago, Rudra said: Fine. So I logged back in, exemplared my keister down to level 39, entered the flashback mission, and teleported the Nerva Spectral Daemon Lord, Still with no problems. I couldn't Teleport Other the level 54 mobs I tried while exemplared, but yeah, works just fine on more than just minions. Try getting the power analyzer temp and using it to see how much teleport protection a variety of minions, Lt's and bosses have.
Rudra Posted July 7, 2022 Posted July 7, 2022 (edited) The claim was that it only affects minions. I proved that wrong. Twice. Under different circumstances to address provided concerns. I am not going out of my way to compile a list of mob teleport resistance to prove something I already proved. Edit: And to be clear? My targets were random. I used Teleport Other on whatever target I found. To try to preclude any claims I was specifically looking for something that may be susceptible to it. Edit again: I apologize for my hostility. Yes, Teleport Other is inferior to Fold Space. It is supposed to be. It is a pool power. It is not as useless as claimed though. It obviously affects higher tier mobs than minions. Edited July 7, 2022 by Rudra
Andreah Posted July 7, 2022 Posted July 7, 2022 Sorry if it sounded like I was doubting your word -- I thought you were not sure why it affected the mobs you teleported and was trying to explain. My bad! For everyone else: Minions, Lt's and Bosses each have different base protection from Teleport effects, and this, combined with a modifier from your level difference (including shifts) compares to your teleport power's magnitude to determine if they can be teleported. Some other things could be involved, and I may not being using the right words for all the terms; sometimes resistance, protection, and magnitude all get turned around in my mind. Teleport other is relatively weak, but with a level difference in your favor, it can teleport many things. Stronger powers can teleport level 54 Bosses and EB's even in normal content, if a level 50 caster gets their level shift up to +2. I've done it in Mothership Raids with fold space many times. I don't usually try to teleport other in those circumstances, but I might tonight and see what I can grab. Possibly level 54 Lt's consistently. Teleport Other is two points weaker than Fold Space. I think only AV's have enough base to not be teleported under any circumstances. And heck, maybe there's a low enough level AV out there that it could be teleported by a 50+3 using wormhole or foldspace. 1
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