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Kimeni
08-09-2012, 02:42 AM
I went running out into the King's Forest tonight, to look for a fight before logging for the evening, when I abundant stepped over a cliff, and saw two Drow Necromancer's standing around looking mischevious.

Knowing how they like to take turns raising each other, I floated down gracefully and stunning fist'd the first one, then ran over to the second one (which had ran off about 20 paces) and quivering palmed him.

Then as I turned around to go back to my stunned buddy, I realized he was saving me some time by 'sliding' over to me! He stopped sliding next to his dead drowmate, stood there innocently, then rotated (still stunned) to look at me.

So, naturally, I punched him in the face.

About that time, I saw the dead necromancer come back into the fight again, about 20 paces away. So I stopped punching the first (still living one) in the face, and ran over and Stuck the dead guy in a tomb of jade.

Then, I amusedly returned to the living one, which had about 5% hp left, and roundhoused him to the floor.

At which point. The Jade statue, which had been peacefully standing by, suddenly zoomed over, posed next to the (now horizontal) other guy, then quickly pivoted to face me.

SO - THEN the second one I killed appeared about 20 paces away...

I'm sure these Necromancer's have been the source of many laughs, and probably a few scowls and guffaws. Do you have an interresting experience with them?
Do Share!

Kmnh
08-09-2012, 02:52 AM
My usual MO is "ignore the necromancers." You don't need to kill them to complete the quest, so dealing with them is a waste of time. They usually get CC'd or kited on group runs.

SHOCK_and_AWE
08-09-2012, 03:08 AM
If I'm not zerging, I'll usually target the necromancers first and kill them twice (living then undead).

FuzzyDuck81
08-09-2012, 04:10 AM
So, naturally, I punched him in the face.


I've decided i'm going to make this my new catchphrase for any anecdote involving my monks :)

doomboy
08-09-2012, 06:47 AM
i am one....

:p

KutchemesTheDark
08-09-2012, 07:34 AM
Drink a haste pot , Drop one of necromancers %10 hp ,kill other one than kill prepared works %80 of time.

MrkGrismer
08-09-2012, 09:21 AM
Yeah, I noticed that necros have a 'priority move' to raise anything killed near them, especially another necromancer, that takes precedence over crowd control. Casters and archers all have a similar move when they take damage to 'reposition'. There appears to be absolutely nothing that can be done to stop these 'priority moves'.

DaSawks
08-09-2012, 09:38 AM
Seems kinda strange that I cannot move when Held, Stoned, Paralized or Stun'd but mobs can? They can even cast spells. Necromancers are just one of the mobs that play by there own rules.

My favorite experience was a pair of Necromancers in one of the House quests (forget which one). I was soloing on my WF FVS when I entered a kitchen type area. Killed all the trash then went to the Necro's. Killed one while the other raised just about eveything in the room. Went after trash again. Swept the room saving that last necro for the end. He raised the first necro while I beat him down. First necro raised everything again. ARRRRG!

Too bad Spawn Screen does not work on mobs.

Sylvenon
08-09-2012, 09:58 AM
I find that simultaneously erasing them from the multiverse prohibits raises, and makes the fight a lot shorter. EiN ftw! :)

Miow
08-09-2012, 09:58 AM
common guys you just have to get used to it, just another thing that happens but really shouldn't you kinda have to give up and go with the flow at this point.

Nibor
08-09-2012, 11:09 AM
I like when an inactive necromancer raises the dead, while remaining inactive.
"Oh hey a dead body, we'll just turn that into a zombie. Now, what was I doing? Oh, yes, staring at the wall over here in case of attack."

Also, last time I ran House of Undying, a guard spawned in the wall, standard bug. It was near a Priestess, who of course ate him out of the wall.
Then a necromancer in another room raised him out of the wall, so we could kill the zombie.

Thrudh
08-09-2012, 11:23 AM
My favorite experience was a pair of Necromancers in one of the House quests (forget which one). I was soloing on my WF FVS when I entered a kitchen type area. Killed all the trash then went to the Necro's.

Kill necros first.

Rauven
08-09-2012, 11:25 AM
I find those necromancers to be extremely annoying. My own "yep, this is Turbine" moment was when I assassinated both necro's (they were standing together and I double assassinated), went on to kill the archers and fighters only to see that both necro's had been raised as zombies. There were no other necro's around.

FlimsyFirewood
08-09-2012, 11:31 AM
Wow, this is definitely not working as intended. Have you filed any bugs reports regarding their atrocious behavior? These necromancers have been naughty, to say the least.

Tyrande
08-09-2012, 11:42 AM
Flimsy, not only necromancers are naughty, drow priestesses are naughty girls too.

I was on my artificer in the underdark two days ago and the drow priestess was sacrificing slaves while being a statue.

I think this is an olde bug related to paralyzed, held, blinded, stunned, monsters.

FlimsyFirewood
08-09-2012, 11:53 AM
No, it's their new logic (sacrifice/raise dead) that is forgetting to check their current condition. Please bug report incidents like this per monster type.

Missing_Minds
08-09-2012, 11:58 AM
Wow, this is definitely not working as intended. Have you filed any bugs reports regarding their atrocious behavior? These necromancers have been naughty, to say the least.

Quite frankly, given how.... trying to do any tactical stuff on casters works to try to get them to stop casting spells.

trip them? they run on their butts.
Stun them? They run away dazed while still casting,
etc.

I think most of us have given up bug reporting it as to players it is all the same thing. Bad fish that just won't get fixed.

Players gave up on the devs in this sort of case scenario honestly, so why continue to bug report it? Sure, you can give logical reasons on why we should, but when players never see any change, update after update....

Dawnsfire
08-09-2012, 12:03 PM
Quite frankly, given how.... trying to do any tactical stuff on casters works to try to get them to stop casting spells.

trip them? they run on their butts.
Stun them? They run away dazed while still casting,
etc.

I think most of us have given up bug reporting it as to players it is all the same thing. Bad fish that just won't get fixed.

Players gave up on the devs, honestly, so why continue to bug report it.

There is an old saying: "The squeaky wheel gets more grease". The theory goes: If players flood the bug report tool with everything they see, every time they see it then perhaps Turbine will tire of all that traffic. After all someone has to deal with the reports day in and day out.

Will it work? Hard to say but there is a method to the madness.

Rauven
08-09-2012, 12:03 PM
Quite frankly, given how.... trying to do any tactical stuff on casters works to try to get them to stop casting spells.

trip them? they run on their butts.
Stun them? They run away dazed while still casting,
etc.

I think most of us have given up bug reporting it as to players it is all the same thing. Bad fish that just won't get fixed.

Players gave up on the devs, honestly, so why continue to bug report it.

Sadly I have come to expect that this is standard operating procedure. Casters will do what they want, when they want regardless of state, including being dead. Why would we bug report something that, based upon precedent, appears to be working as intended?

Hokiewa
08-09-2012, 12:05 PM
Quite frankly, given how.... trying to do any tactical stuff on casters works to try to get them to stop casting spells.

trip them? they run on their butts.
Stun them? They run away dazed while still casting,
etc.

I think most of us have given up bug reporting it as to players it is all the same thing. Bad fish that just won't get fixed.

Players gave up on the devs in this sort of case scenario honestly, so why continue to bug report it? Sure, you can give logical reasons on why we should, but when players never see any change, update after update....

Agreed. Though I need to roll a critical in order to get the bug reporting tool to function properly. Hence I stop.

dubyprime
08-09-2012, 12:06 PM
Wow, this is definitely not working as intended. Have you filed any bugs reports regarding their atrocious behavior? These necromancers have been naughty, to say the least.

Strange, I always thought this was WAI. Its been this way since beta.

Necromancers in House Szind will raise through walls and around corners even if the necromancer hasn't been agroed.

In Unquiet graves Necros will raise the red named bosses to come back as red named necros that will then raise anythign else.

Necromancers have no problem raising undead while stunned, Dancing, Stoned, Frozen, tripped, etc.
It doesn't even seem to take an action from them. I always thought it was an aura effect around the necro.. anything in the radius just comes back as undead.

Not sure how these are supposed to behave.

As far as dealing with them goes, all the previous suggestions work fine. You can also try and pull without agroing the necro, kill what you pull, then kill the zombies that rise, then kill the necro.

Viciouspika
08-09-2012, 12:12 PM
I have an interesting one. Was doing Burn the Bodies (random encounter) with a friend(monk), I was on my acrobat-monk.

Round 1: Cleric gets killed by necros, zombies come out of the group. We each take a necro kill both with in a few seconds of each other and start working on the zombie trash. Nerco zombies arise and start spamming Aoes and Magic missles. Kill them.

Round 2: Another set of necros and zombies appear we each take a necro and their zombie forms ignoring the zombies. Start on zombies when ....

Round 3: Another set of necros and zombies appear in addition to the zombies already there. DUNGEON ALERT: Yellow. Necros are nearly impossible to damage due to all the zombies. Start killing zombies while ignoring necros. Friend leaves area to heal up, but finds another set of necros, drow, and zombies. Returns to area hoping other group will rubberband back to original location, that didnt happen. When he returned, DUNGEON ALERT: RED.
For thoughs keeping track, 4 necros, dozen and a half zombies, 2 drow archers, and 2 drow fighters in one area. With the drow necros spamming spells, and about 20 mobs in area, the lag monster decides to strike. We try to break away but keep rubberbanding. So we focus on necros. Sneak attack is the only thing causing damage at this time. It takes awhile once necros are dead lag monster looks elseware and trash was an easy clean up.

Each used 10sf pots, crit healing wand, and used all my dragonmarks of healing. No accomidation and only a +1 t-shirt and 1000 plat for me, and friend pulled the same from chest. :D It was a blast. We each died a couple of times, but both used scrolls to rez each other.

Ovrad
08-09-2012, 12:23 PM
No, it's their new logic (sacrifice/raise dead) that is forgetting to check their current condition. Please bug report incidents like this per monster type.

We've reported both of these way back in beta, and this is the first time a dev chimes on it. There's so much bugs in the game right now that's it's hard to know what's WAI or not.


... and while you're at it, incapacitated enemies still move around you know.

- A enemy will always finish his move, CC doesn't interrupt it. Be it a movement or an attack. It will won't make new moves while CCed but will always finish his current first. (Even the long moves, like an ogre's triple crit charge)
- Unless it's blind, then it can freely run around like a headless chicken no matter the CC it has. Almost all players avoid blind effects because of this.

TrinityTurtle
08-09-2012, 12:23 PM
I'm actually just glad that it counts all the kills you make, unlike the Orchard with those guys that get back up undead but only count as one kill. :) So raise all you want sillly necromancers, you just make my kill counts go higher! *angry undead killing turtle*

CaptainSpacePony
08-09-2012, 12:35 PM
Too bad Spawn Screen does not work on mobs.

He said Spawn Screen! That's awesome! And inspiring! With a little mod to the worst spell in the game, that spell could be situationally useful. How about it?

Arkenvis
08-09-2012, 12:41 PM
I've seen those drow necromancers in the forest raise themselves as zombies (last one standing). Figured it was like the guys in Orchard. I guess I'll bug report it if it happens again.

redspecter23
08-09-2012, 01:03 PM
Hmm. For some reason, I just assumed that stunned necromancers and priestesses doing their thing was working as intended. It's probably the years of watching stunned mobs dance around like they weren't even stunned to begin with that forced my logic leap. I'm going to go hunt some down and bug report them. Knowing that I'm supposed to be able to stop a priestess from "doing silly things" all day long with a simple stun makes me happy. This would explain the need for red named priestesses in some areas I suppose.

On a related note, what is their sacrifice range supposed to be? If it's 75,000 miles across interdimensional space, then it's working as intended. If not, should I bug report it when a priestess sacrifices something either on the other side of the map or (seemingly) in another instance somewhere?

Edit: Bonus points to the poster suggesting spawn screen. Though it doesn't work that way currently, if you allowed us to use it on mobs and players simultaneously to prevent necromancy or typical "spawning" because of undead, that would be a nice touch.

voodoogroves
08-09-2012, 01:04 PM
You mean the drow necros raising and the priestesses gaining health even while stunned, turned to stone, whatever isn't working as intended? ;-)

Missing_Minds
08-09-2012, 01:12 PM
There is an old saying: "The squeaky wheel gets more grease". The theory goes: If players flood the bug report tool with everything they see, every time they see it then perhaps Turbine will tire of all that traffic. After all someone has to deal with the reports day in and day out.

Will it work? Hard to say but there is a method to the madness.

There is another saying.

Insanity: trying the same thing over and over expecting a different result.


We've reported both of these way back in beta, and this is the first time a dev chimes on it. There's so much bugs in the game right now that's it's hard to know what's WAI or not.

Add to that the last round of stuff converted a lot of bugs into "working as intended" by changing descriptions.

Yeah, that worked out great with the player base.


He said Spawn Screen! That's awesome! And inspiring! With a little mod to the worst spell in the game, that spell could be situationally useful. How about it?

I still haven't tried to Disjunct those spell traps yet. I keep forgetting to try that. But in theory, that should utterly disable them.

good_ole_corwin
08-09-2012, 01:26 PM
The theory goes: If players flood the bug report tool with everything they see, every time they see it then perhaps Turbine will tire of all that traffic. After all someone has to deal with the reports day in and day out.

If its a question of people dealing with bug reports as fast and as easy as possible (because they are tired of them), then I propose they read the first 5 words in a bug report and if looks like whining about something hundreds of others have already "whined" about, you just stop, perhaps send back a standard note thanking people for pointing it out. If it gets really out of hand, you just slap it at the known issues list after a year or three. Both are easier than actually fixing anything... Just saying ;)

Missing_Minds
08-09-2012, 01:30 PM
I've seen those drow necromancers in the forest raise themselves as zombies (last one standing). Figured it was like the guys in Orchard. I guess I'll bug report it if it happens again.

I've seen that also. And while that is utterly annoying, there is only one reason I never complained.

Kill the living, then kill the dead necro. Kill count goes up by one each time. So it wasn't like I was being jipped on kill count like in Orchard. I just always figured they had some sort of contingency on them like upper level mages can have.

Kylstrem
08-09-2012, 02:01 PM
Quite frankly, given how.... trying to do any tactical stuff on casters works to try to get them to stop casting spells.

trip them? they run on their butts.
Stun them? They run away dazed while still casting,
etc.

I think most of us have given up bug reporting it as to players it is all the same thing. Bad fish that just won't get fixed.

Players gave up on the devs in this sort of case scenario honestly, so why continue to bug report it? Sure, you can give logical reasons on why we should, but when players never see any change, update after update....

THIS +1000.

I think the stunned/tripped/dazed mobs moving around has been around almost as long as the "ladder" bug was around.

We give up, believing that the devs just have no way to resolve it, so why keep reporting it?
After all, if a mob will still finishing casting a spell, still hit you, still move all the way across a room when stunned or tripped, it isn't that much of a stretch to believe these new abilities are just working "As Designed 6 years ago"

Eighnuss
08-09-2012, 02:06 PM
I always thought bugs in general in ddo were WAI to represent the chaotic and random nature of life. Def provides a more real experience than games that always operate the same way and as you would expect them. I say thumbs up for variables!

fco-karatekid
08-09-2012, 02:43 PM
Seems kinda strange that I cannot move when Held, Stoned, Paralized or Stun'd but mobs can? They can even cast spells. Necromancers are just one of the mobs that play by there own rules.

My favorite experience was a pair of Necromancers in one of the House quests (forget which one). I was soloing on my WF FVS when I entered a kitchen type area. Killed all the trash then went to the Necro's. Killed one while the other raised just about eveything in the room. Went after trash again. Swept the room saving that last necro for the end. He raised the first necro while I beat him down. First necro raised everything again. ARRRRG!

Too bad Spawn Screen does not work on mobs.

I mentioned in another post the other day that the breaking of pre-programmed scripts (WHILE MUCH BETTER NOW) is still FUBAR. I don't see any one race or class doing it - just seems randomly dispersed... maybe someone copied and pasted routines and that's where the fault lies?

Bargol
08-09-2012, 03:25 PM
My favorite was in the house zind quest. Two necros beaten down to just a sliver of health each....stun one and then trip the orther. Kill tripped one and then kill stunned one. There are more necros in the quest somewhere but no where near these two....go to move on when all of a sudden two undead necros pop out nearby...like huh? They can both be dead and raise each other apparently.....or a necro 3 rooms over did it.

Sqrlmonger
08-09-2012, 07:01 PM
No, it's their new logic (sacrifice/raise dead) that is forgetting to check their current condition. Please bug report incidents like this per monster type.

I don't want to derail this thread or anything but this has been like this for ages.

Mobs that are held, stunned, paralysed, tripped, etc... have been able to move around the battlefield while under those conditions for a LONG LONG time. And so far as i can tell it has nothing to do with monster type, it's just all of them.

Kiel
08-09-2012, 07:05 PM
Im still laughing at the devs response to bug report it....uh stunned and incapaciated mobs have been hitting and/or sliding AFTER there stunned etc for as long as i can remember.Im also a light monk and yup the necro's are quite annoying with the undead rezzing while stunned,tripped etc.

Szind is horrible for them rezzing thru closed doors,around corners and sometimes just sometimes with no necros at all.

Missing_Minds
08-09-2012, 07:22 PM
Im still laughing at the devs response to bug report it....uh stunned and incapaciated mobs have been hitting and/or sliding AFTER there stunned etc for as long as i can remember.Im also a light monk and yup the necro's are quite annoying with the undead rezzing while stunned,tripped etc.

Szind is horrible for them rezzing thru closed doors,around corners and sometimes just sometimes with no necros at all.

Look at it this way, he could have said what Roy did.

http://www.giantitp.com/comics/images/gc0IxHeOVz3nIvuJML8.gif

Naramsin
08-09-2012, 08:21 PM
- A enemy will always finish his move, CC doesn't interrupt it. Be it a movement or an attack. It will won't make new moves while CCed but will always finish his current first. (Even the long moves, like an ogre's triple crit charge)


Do long moves include delayed, complex sequence of movements (in several directions)? I've noticed non-blinded, danced spiders (Demonweb terror, possibly also fiend-bloods) continue to run away, repeatedly, as they are beaten down. Think non-CCed ranged mob (archer) - get beat on a while, back away, repeat.

It is entirely possible that they have longer chains of pre-planned movements, but I remember finding that unusual even according to the rule that mobs will always finish the next planned action.

Kiel
08-09-2012, 11:45 PM
23 THOUSAND posts...holy mount of everest batman

Phoenix-daBard
08-10-2012, 12:01 AM
Wow, this is definitely not working as intended. Have you filed any bugs reports regarding their atrocious behavior? These necromancers have been naughty, to say the least.

This has been happening since closed beta at least and has been the topic of many threads and a few bug reports. I suspect the OP's humorous narrative has just gotten past the blinders that about it being just "lag drag".


No, it's their new logic (sacrifice/raise dead) that is forgetting to check their current condition. Please bug report incidents like this per monster type.

I'm sure it isn't but I will bug them as I hit them.

Kimeni
08-10-2012, 01:37 AM
Yeah, honestly, I was expecting this to just drop off the first page like all my lame posts. Heh.

Honestly, it's quite funny, because it didn't even cross my mind that I should bug report it, because, for some of the reasons already pointed out, I'm used to it.

Oh well, I do appreciate the other funny stories about the Necromancers, and the comic. LOL.

I also will start bug reporting them when I see it.

Ovrad
08-10-2012, 04:10 AM
Do long moves include delayed, complex sequence of movements (in several directions)? I've noticed non-blinded, danced spiders (Demonweb terror, possibly also fiend-bloods) continue to run away, repeatedly, as they are beaten down. Think non-CCed ranged mob (archer) - get beat on a while, back away, repeat.

It is entirely possible that they have longer chains of pre-planned movements, but I remember finding that unusual even according to the rule that mobs will always finish the next planned action.

Yes some monsters have quite long 'fancy footwork' animations, notably roguish Hobgoblins and kobolds. If you pay close attention you can notice that they only have a limited number of prepared footwork sequence they can do, so you can spot the repetitions. If you stun at the start, they'll do the whole routine anyway.

And you're right, there is a few special cases. Spiders being one of them. The typical spider can't be dance, but 'magical beast spiders' can. That means some stuff weren't fully programmed, in this case they aren't limited from doing new movements if dancing cause that effect wasn't taken into account on that monster. Same type of scenario with 'tomb of jade' and earth ele. They can't be petrified but tomb of jade is a petrifying effect that do work on them, so they don't assume the 'petrify/held pose'. They simply stand there, in an idle animation, looking jaded (Sorry :D).

And you also got your special monsters, like beholders, that have completely different AI and behave differently than other mobs. Beholders can float around as much as they want, even when stunned (WAI or not? who knows). They also attack while stunned, but it might be part of a long 'attack animation' I'm not fully sure. Mariliths can also freely slither around while stunned (but can only be done with the one in prison of the planes, since others are all red names).

bibliomane
08-10-2012, 08:23 AM
I just assumed that stunned/paralized mobs moving was WAI--they have been doing it for the 4 years I've been playing and surely if it wasn't WAI it would have been fixed by now... If I had to take 10m out of every game night (6 days a week) well...I'm going to spend that hour TRing, sorry. Bug reports for NEW bugs, sure--I like a good product and want to help. But this is a WELL-known feature/bug and not worth my time atm.

--Screw up once and it is an accident. Screw up twice and it isn't an accident anymore.

Heladron
08-10-2012, 08:43 AM
There is an old saying: "The squeaky wheel gets more grease". The theory goes: If players flood the bug report tool with everything they see, every time they see it then perhaps Turbine will tire of all that traffic. After all someone has to deal with the reports day in and day out.

Will it work? Hard to say but there is a method to the madness.

It has to be worth a try. Every time I see this I get angry. A lot of bugs I have learned to live with, like ladders, but this one is one I take personal for some irrational reason. It's probably because it appears to be cheating, even though rationally I know it is a software bug.

It's like, "Ha you may have succeeded at your trip, hold, stone, etc, but you'll never catch me coppers." :mad:

MrkGrismer
08-10-2012, 08:57 AM
No, it's their new logic (sacrifice/raise dead) that is forgetting to check their current condition. Please bug report incidents like this per monster type.

Is this the same as with caster/archers 'reposition' logic? Because it has the same effect, and has been in game so long most players probably assume it is either WAI or GUO (Given Up On).

Siro
08-10-2012, 09:22 AM
Is this the same as with caster/archers 'reposition' logic? Because it has the same effect, and has been in game so long most players probably assume it is either WAI or GUO (Given Up On).

Couldn't have been entirely given up on. Consider that they fixed it so that players in helpless situations can no longer shield block.

crypto177
08-10-2012, 09:23 AM
There is also the rare encounter in King´s forest where you need to kill a drow priestess while keeping villagers alive. Of course I have always failed, because even with stunning/paralyzing/freezing ice she will sacrifice the villagers when her health gets low.

Ovrad
08-10-2012, 01:22 PM
There is also the rare encounter in King´s forest where you need to kill a drow priestess while keeping villagers alive. Of course I have always failed, because even with stunning/paralyzing/freezing ice she will sacrifice the villagers when her health gets low.

Just FYI, it's easy to save them, just pull the priestess away from them (after clearing the other enemies) before killing her.

TrenchcoatJesus
08-11-2012, 08:46 AM
Wow, this is definitely not working as intended. Have you filed any bugs reports regarding their atrocious behavior? These necromancers have been naughty, to say the least.

Would it be a stretch to ask if ANY mob that is performing any action (including sliding around at will) while stunned, held, dancing, etc. is not working as intended; or that you only care for new content?

I am sure many of us would like to know.

-TcJ

FlimsyFirewood
08-14-2012, 11:06 AM
Would it be a stretch to ask if ANY mob that is performing any action (including sliding around at will) while stunned, held, dancing, etc. is not working as intended; or that you only care for new content?

I am sure many of us would like to know.

-TcJ

Yes, in the long run, we'd like to fix those.

Siftrant
08-14-2012, 11:16 AM
Peanut butter sandwich w/ pickles.

Hokiewa
08-14-2012, 11:17 AM
Yes, in the long run, we'd like to fix those.

Hehe.

MrElusiveness
08-14-2012, 11:25 AM
Yes, in the long run, we'd like to fix those.

sure takes a long time for someone to get around to wanting to fix something in the long run. what about fixing it so that trappers get trap parts again? too many things getting borked and not fixed.

Siftrant
08-14-2012, 11:42 AM
sure takes a long time for someone to get around to wanting to fix something in the long run. what about fixing it so that trappers get trap parts again? too many things getting borked and not fixed.

Like I said, "Peanut butter w/ pickles". It is about as meaningful a response as was otherwise given on the subject.

Nibor
08-14-2012, 11:46 AM
sure takes a long time for someone to get around to wanting to fix something in the long run. what about fixing it so that trappers get trap parts again? too many things getting borked and not fixed.

From the U15 Release Notes on Lamannia:
Characters with the Trapmaking feat should once again have a chance to scavenge trap parts when successfully disarming traps.

Missing_Minds
08-14-2012, 11:54 AM
Yes, in the long run, we'd like to fix those.

Then may I suggest your manager stops playing around on face book liking things and actually assign developers to fix the **** issue.


Like I said, "Peanut butter w/ pickles". It is about as meaningful a response as was otherwise given on the subject.
I figured you were just having fun with the halfing in IQ.

Kaledor
08-14-2012, 12:14 PM
Yah as someone said before this has been around for awhile, at least ever since the autocrit and paralyze changes. It isn't just necromancers, any mob is subject to doing it, the most prominent are casters and archers. I've hit several and they have moved until the stun wears off. Same thing happens with hold, paralyze, web, earth grab, the list goes on, almost every type of cc. I've seen knocked down mobs that are stunned, slide across the floor like a dog whiping itself, get up after 20 feet and start beating on a party member like his wife just got stolen. <shrug>

MaxwellEdison
08-14-2012, 12:21 PM
Seen all good people move when held each day, so satisfied, I'm on my way.

Adken
08-14-2012, 02:01 PM
Then may I suggest your manager stops playing around on face book liking things and actually assign developers to fix the **** issue.


Of course! how do they dare to have fun and have a life!! they have a job, then they should be working 24/7!!!

MrkGrismer
08-14-2012, 02:04 PM
Seen all good people move when held each day, so satisfied, I'm on my way.

Approve (e.g. Well Said, Informative, Positive Contribution)

(I'm a big fan of that group ;) Love that song)

Dingleburr
08-14-2012, 04:06 PM
Yes, in the long run, we'd like to fix those.

Please make sure you talk with the hill giant shaman in Lava Caves: Colossal Crystals. After being tripped by me (and presumably somehow leashed by a the strongest kobold ever), the giant managed to execute a simultaneously complex and hilarious face-luge maneuver in which said kobold, who also had a progenitor crystal strapped to his back, towed said giant back across the entire dungeon to the foreman.

sirdanile
08-14-2012, 06:31 PM
Seen all good people move when held each day, so satisfied, I'm on my way.

YES.


On topic...

THOSE DROW NECROS ARE ASLGOISBJKLNBJKSCBVOIQBFOIDSHOI

with that done...

I've noticed that the undead ones don't come back up often which helps, however bugs me that stunned enemies can ressurect others.

Missing_Minds
08-14-2012, 06:45 PM
Of course! how do they dare to have fun and have a life!! they have a job, then they should be working 24/7!!!
*rolls eyes* you should watch what managers do during meetings more often. (as they are often stuck in them most of the day.)


I've noticed that the undead ones don't come back up often which helps, however bugs me that stunned enemies can ressurect others.
Actually, with the current state of the game, I can find no way to stop a caster from casting.
I was making lower level trash flinch every single swing and they always got spells off.

Flinching WAS the only way to stop their casting. Every caster has quicken now as far as I can tell.

Matuse
08-15-2012, 07:16 AM
I was making lower level trash flinch every single swing and they always got spells off.

Flinching WAS the only way to stop their casting. Every caster has quicken now as far as I can tell.

Um, what? Flinching? Mobs have NEVER had concentration checks, ever. With the lone exception of tharaak hounds doing their PK dance, it has never once been possible to ever stop a mob from casting once they started unless you killed them.

phalaeo
08-15-2012, 11:14 PM
New Epic Ability: You gain the ability to raise party members , even when you are stunned, stoned, tripped, or otherwise incapacitated. You may also resurrect yourself at will.

Available Metamagics: Quicken
Prerequisites: Drow Race and Spell Focus: Necromancy

Missing_Minds
08-15-2012, 11:25 PM
Um, what? Flinching? Mobs have NEVER had concentration checks, ever. With the lone exception of tharaak hounds doing their PK dance, it has never once been possible to ever stop a mob from casting once they started unless you killed them.

Wrong, Matuse.

You could make them flinch and that was the only way to interrupt besides trip or stun.

These days.. you just can't stop them.