Run run run (nerf animal flee speeds)

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Run run run (nerf animal flee speeds)

Postby maze » Fri Sep 11, 2015 1:51 am

Still getting that age old problem man....CANT fucking catch the dum ass things

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please for the love of god. cripple the fuckers i punch. :(
Last edited by maze on Fri Sep 11, 2015 4:25 am, edited 1 time in total.
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Re: Run run run from the fighter man

Postby lonehero » Fri Sep 11, 2015 1:59 am

I took think that they should be crippled if they are at 2% hp.
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Re: Run run run from the fighter man

Postby Sevenless » Fri Sep 11, 2015 2:15 am

At this point isn't it safe to assume you're not supposed to catch them?

Same thing as what happened in legacy. You set up a big strike to instakill them before they run when you've whittled hp down.
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Re: Run run run from the fighter man

Postby Ninijutsu » Fri Sep 11, 2015 2:16 am

Deaggro. Wait 5 seconds after it leaves sight range. Catch up with it, re-aggro with chop only school, put on highest runspeed and spam 1.
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Re: Run run run from the fighter man

Postby maze » Fri Sep 11, 2015 3:02 am

Ninijutsu wrote:Deaggro. Wait 5 seconds after it leaves sight range. Catch up with it, re-aggro with chop only school, put on highest runspeed and spam 1.


thats what i was doing here....it would chop it. it would run. i deaggro. wait. then walk up to it and it aggro onto me again....so i waited again...i finally just gave up after a few attempt of wacking him to chase him down.

but tbh, sure we have a way to spend a fucking about 2-3 min waiting for these fuckers to go off screen. but why do we wanna wait?
why does waiting to kill these fuckers have to be our strat.

waiting for em to go off screen just feels like a big exploit that boring to do.
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Re: Run run run from the fighter man

Postby CloudJhi » Fri Sep 11, 2015 3:06 am

+1, they need to move slower on low health or at least start bleeding to death.
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Re: Run run run (nerf animal flee speeds)

Postby RomanRichter » Fri Sep 11, 2015 5:14 am

Or, don't make them run with same speed on all biomes, srsly, how they flee over water and swamps?
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Re: Run run run (nerf animal flee speeds)

Postby NaoWhut » Fri Sep 11, 2015 6:34 am

why does it take you so many chops to kill it?
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Re: Run run run (nerf animal flee speeds)

Postby Orcling » Fri Sep 11, 2015 10:45 am

NaoWhut wrote:why does it take you so many chops to kill it?

Hes not using a sword.
I dont see a sword.
Are you hunting with a fucking stone axe?
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Re: Run run run (nerf animal flee speeds)

Postby alioli » Fri Sep 11, 2015 10:50 am

I do disagree, don't nerf their running speed; But do make them easier to track. Disengage from combat - let them run and follow their trails, just like in real life.
That makes a lot more sense to me - like let them leave some form of "scent" or something like that. and make it easier to identify.
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