srmalloy Posted May 24 Posted May 24 Something I have been noticing with melee characters during the Hamidon Bud extermination after taking down Hamidon is that follow is badly broken. I'd gotten used to the old "run up just out of melee range, then slow down to the speed your target is moving" type of follow, but what I'm seeing trying to get the game to help me chase down Hamidon Buds is a succession of "run 40' past your target, stop, turn around, make one attack" moves, repeated ad nauseam, as if your character can't recognize that they're approaching their target and have to continue running at full speed until the queued attack triggers and works its way through the server event queue, forcing them to stop, but not until they've zoomed well past their target, even if they started only barely out of melee range. Is there any way that 'follow' can be made to more intelligently follow its target?
Greycat Posted May 25 Posted May 25 I'm not sure I'd want a melee character to stop. Though, granted, I don't tend to have a target on "follow." This has been a staple (including the "drifting past, though the attack is actually underway") for me for dealing with enemies like Protean (avoiding his AOE buff/heal) or (say) a PB getting the first strike on a Quantum/Void. I'd be wary of any adjustment to the behaviour on "follow" breaking it when not. It would have a *decided* effect on survivability. Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
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