Vraatjuh wrote:Plus you can easily walk outside of his ranged attack range, since it is very limited.
If you're outside his attack, then he's outside yours . . that kinda fixes the problem imo.
Vraatjuh wrote:Plus you can easily walk outside of his ranged attack range, since it is very limited.
Zepar72 wrote:Vraatjuh wrote:Plus you can easily walk outside of his ranged attack range, since it is very limited.
If you're outside his attack, then he's outside yours . . that kinda fixes the problem imo.
Vraatjuh wrote:
Not really, because you use this time to bring down your blue/green/red defence bars. Because of how buggy animal AI is, most animals don't automatically use defences when they can't reach you.
So you can easily walk back and forth, keeping your defence bar low while attacking the animal. At some point the cave angler will flee and you can just hop in your boat and follow it and bring down his defences even more for more damage.
At some point he will aggro of course, but you boat back to shore and repeat.
Because of the limited space it has to flee, this trick is easy as hell. And with a refresh time of caves of +-20 minutes, you can spawn a lot of cave anglers in around the same quality node.
Zepar72 wrote:Vraatjuh wrote:
Not really, because you use this time to bring down your blue/green/red defence bars. Because of how buggy animal AI is, most animals don't automatically use defences when they can't reach you.
So you can easily walk back and forth, keeping your defence bar low while attacking the animal. At some point the cave angler will flee and you can just hop in your boat and follow it and bring down his defences even more for more damage.
At some point he will aggro of course, but you boat back to shore and repeat.
Because of the limited space it has to flee, this trick is easy as hell. And with a refresh time of caves of +-20 minutes, you can spawn a lot of cave anglers in around the same quality node.
yea, that's why i think it's more about AI, than the actual mob. The whole arteficial stupidity should receive a fix. Angler problem would be fixed on it's own then.
rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?
Vraatjuh wrote:rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?
Because you can refresh their spawn every ~20 minutes by logging in/out. Making it pretty much possible to effectively farm them. Something that is a lot harder with bears/mammoths/whales because you have a lot less influence on their spawn rate.
rye130 wrote:Vraatjuh wrote:rye130 wrote:Don't people already cheese bears and mammoths and whales for high quality bones/hides? What's so wrong with cave anglers being cheesed too?
Because you can refresh their spawn every ~20 minutes by logging in/out. Making it pretty much possible to effectively farm them. Something that is a lot harder with bears/mammoths/whales because you have a lot less influence on their spawn rate.
So then is the proper fix just to nerf their spawn rate to make them more similar to other animals?
I like cave anglers and don't want them to become completely useless just because caves refresh more often then above ground.
Lunarius_Haberdash wrote:flashshark wrote:Zero skill, just RNG.
Would be nice if animals didn't have quality nodes, but rather random qualities every time. Or something like (base quality + accumulated bonus from quests + the random extra quality).
Just animals
... Man oh man. I have so much love and hate for this idea. Would be kinda awesome to have animal Q cycle with the seasons though.
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