Nemicles Posted June 29, 2019 Posted June 29, 2019 This new morality mechanic thats been put into the game sucks. Making enemies run away constantly while in theory and themeatically speaking makes sense in practice it make the game so much more of a choir/pain in the ass to play constantly having to chase enemies just sucks. When i say constantly i mean almost every mob ill need to chase 4 or 5 of them cuz once one firiends goes down they scatter, it basically makes anything but controllers or doms unplayable after a certain point. this ne system needs to be tweeked somehow because its begining to ruin the experience.
Steampunkette Posted June 29, 2019 Posted June 29, 2019 I think you mean Morale rather than Morality... That said: Morale has been part of the game for as long as I can remember. And I started playing in Issue 2. It makes the game far more interesting to have weaker enemies try to run away. Just grab yourself a couple of ranged attacks and thwack 'em in the back as they try to escape!
Legree Posted June 29, 2019 Posted June 29, 2019 Mobs have always run away. Some more than others but this is absolutely not new. I like it. It keeps fights that would otherwise be static slugfests active and dynamic, and it's even useful when a potentially troublesome mob decides to go off and do a lap of the room leaving me free to concentrate on the rest of the group before he comes back. No change is needed.
HelenCarnate Posted June 29, 2019 Posted June 29, 2019 I am totally for this but only if players have the same rules. Total 100% unreristable imob on players and mobs once in melee range until one is dead.
Solarverse Posted June 29, 2019 Posted June 29, 2019 Personally I think they should run away the very instant they see me. Then they should all go and tell their other friends on the map, and by the time I get there, they will all be hiding or have left the building all together. Unfortunately this is not the case, and I am stuck with the occasional mob runner...who for some stupid reason, comes back. In all seriousness, it has always been this way. It was tweaked back in i4 or 5, where it became more common, however, I just keep an eye out for them and make them my first target, that way I don't have to hunt them down later. I didn't like the change either...I wanted the runners to have an actual game enhancing reason to run, for example, run to the next mob, tell them about us, and he comes back with reinforcements. Sadly, this did not happen and we are still stuck with the pointless runner who is nothing more than a time sink. So, keep an eye out for them, burn them down the very second one runs, and it will be far less of a hassle. SFX and Music Mods by Solarverse (Consolidated) WP/EM God Mode Tank Guide and Build Help Support the Return of Missing Code for Sound Files!
Steampunkette Posted June 29, 2019 Posted June 29, 2019 I didn't like the change either...I wanted the runners to have an actual game enhancing reason to run, for example, run to the next mob, tell them about us, and he comes back with reinforcements. Sadly, this did not happen and we are still stuck with the pointless runner who is nothing more than a time sink. Throw a foe-targeting toggle on the runner and he'll bring you -lots- of friends! Just ask any Rad or Dark Controller, Corruptor, or Defender!
marcussmythe Posted June 29, 2019 Posted June 29, 2019 I didn't like the change either...I wanted the runners to have an actual game enhancing reason to run, for example, run to the next mob, tell them about us, and he comes back with reinforcements. Sadly, this did not happen and we are still stuck with the pointless runner who is nothing more than a time sink. Throw a foe-targeting toggle on the runner and he'll bring you -lots- of friends! Just ask any Rad or Dark Controller, Corruptor, or Defender! I loled way too much. +1 Inf. Great Justice - Invuln/Energy Melee Tank Ann Atomic - Radiation/Super Strength Tank Elecutrix - Electric Blast/Super Reflexes Sentinel Ramayael - Titan Weapons/Bio Scrapper C'len - Spines/Bio Brute
retiarius Posted June 29, 2019 Posted June 29, 2019 Actually... did someone administer the Turing test to these mobs? Until recently, I couldn't tell if there might be a human on the other side. Seriously, though -- for code-driven mobile objects, they seem to be of fairly average moral fiber. I'd leave their morals as-is.
Solarverse Posted June 30, 2019 Posted June 30, 2019 I didn't like the change either...I wanted the runners to have an actual game enhancing reason to run, for example, run to the next mob, tell them about us, and he comes back with reinforcements. Sadly, this did not happen and we are still stuck with the pointless runner who is nothing more than a time sink. Throw a foe-targeting toggle on the runner and he'll bring you -lots- of friends! Just ask any Rad or Dark Controller, Corruptor, or Defender! Hahaha! Too true! SFX and Music Mods by Solarverse (Consolidated) WP/EM God Mode Tank Guide and Build Help Support the Return of Missing Code for Sound Files!
Leogunner Posted June 30, 2019 Posted June 30, 2019 Making enemies run away constantly while in theory and themeatically speaking makes sense in practice it make the game so much more of a choir/pain in the ass to play constantly having to chase enemies just sucks. Choir? Like a Choir of Pain? Sounds like a Sonic/Pain Corruptor. Maybe Cathedral of Pain fitting into the origin? I dunno. I can agree with you somewhat, OP. Been leveling a new Kat/SR scrapper and it can certainly be annoying when the last mob flees off with a sliver of health. But I can also see how that incentivizes other powers like controls or slow movement or unsuppressed movement. Since my Kat/SR has no travel power, he gets around pretty good at all times so I can sometimes zip in the mob's path before it can get away. Imagining how the situation plays out if this were a comic just makes my character seem even more awesome.
SwitchFade Posted June 30, 2019 Posted June 30, 2019 Morale mechanic is awesome. Not a fan of mindlessly dumbing down the game.
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