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View Full Version : Bug: Perching mobs in Reclaiming the Rift



Nitesco
12-04-2012, 05:22 AM
A lot of mobs get stuck (intentionally or not) on ledges, leaving them inaccessible to all but ranged attacks. A lot of characters aren't ranged based or have no powerful spells. This leaves us with the only option of standing in ****'ing Ice Storms, get Webline snared and have Greater Dispel Magic spammed at us as we patiently chip away at those sacks of hp with our wet noodles. Things like this make what should be a fun experience, into a frustrating one. Arbitrarily placing mobs on ledges with no way to physically access them is quite ****'ing stupid, as progress is blocked until all mobs are killed. This is resource intensive and depending on how many 'bug' out on ledges to be tediously spammed down.

Dexol
12-04-2012, 05:42 AM
It's not a bug; they are using the environment to their advantage, do the same, draw them out

if they loose line of sight they will move to regain it, hide under the ledge, round a corner, or over the next drop.

Nitesco
12-04-2012, 06:21 AM
It's not a bug; they are using the environment to their advantage, do the same, draw them out

if they loose line of sight they will move to regain it, hide under the ledge, round a corner, or over the next drop.

I'm not stupid, that is the first thing I tried. They CAN'T follow you because THEY ARE ON AN INACCESSIBLE LEDGE. That means that I cannot get to that ledge and they cannot leave the ledge to get to me. I wouldn't have been able to finish this quest another time on my Wizard, had I not had DDoor loaded and was able to teleport back to the start of the quest, after I had dropped down into anther section, with no way back. I had to go and find a mob that was stuck on a ledge before I could get the quest to move forward.

MrkGrismer
12-04-2012, 09:04 AM
The only place the quest has to 'advance' is in the final wave test. All the mobs before that can be bypassed (I kill all the ones I come across, but I have some type of ranged attack on every character, just for those slimy perchers).

I can't think of any perches in that final area that mobs can get stuck on, I usually stay close to the rift so that I can 'donate lifeforce' in between waves easily, I like getting the optional.

Nitesco
12-04-2012, 09:58 AM
The only place the quest has to 'advance' is in the final wave test. All the mobs before that can be bypassed (I kill all the ones I come across, but I have some type of ranged attack on every character, just for those slimy perchers).

I can't think of any perches in that final area that mobs can get stuck on, I usually stay close to the rift so that I can 'donate lifeforce' in between waves easily, I like getting the optional.

I use my hireling for the rift gate. I have actually gotten stuck at the end and couldn't finish the quest because a Draegloth got stuck behind. Mostly it's the Soulherd Drider about half way, he will stay on perch spamming spells and the wall in front of each of those 'sections' will remain closed until the 'guards' are killed.

MrkGrismer
12-04-2012, 10:39 AM
I use my hireling for the rift gate. I have actually gotten stuck at the end and couldn't finish the quest because a Draegloth got stuck behind. Mostly it's the Soulherd Drider about half way, he will stay on perch spamming spells and the wall in front of each of those 'sections' will remain closed until the 'guards' are killed.

I am really starting to wonder if the 'mobs getting stuck' is related to playstyle and/or hardware, because I very rarely experience it. I did have to restart a Thorn and Paw last night when one of the Musk Zombies launched itself thru the 'roof' and never came back down. But I also notice I don't play as 'aggressively' as what was posted in the video on the general forums. I run up to a mob and then use the A and D buttons to keep facing them, but don't use W again unless the mob steps away from me. So usually I am not 'pushing' the mobs around. The above mentioned musk zombie was running towards me and shot thru the roof when it came close to a tree, so it might have had something to do with interesecting the tree or just a general glitch.

My memory must be going because I don't remember any doors that have to open in that quest. Of course, I have only run that quest like four time so far.

brian14
12-04-2012, 10:50 AM
I'm not stupid, that is the first thing I tried. They CAN'T follow you because THEY ARE ON AN INACCESSIBLE LEDGE. That means that I cannot get to that ledge and they cannot leave the ledge to get to me. I wouldn't have been able to finish this quest another time on my Wizard, had I not had DDoor loaded and was able to teleport back to the start of the quest, after I had dropped down into anther section, with no way back. I had to go and find a mob that was stuck on a ledge before I could get the quest to move forward.

Sounds much like Ritual Sacrifice. Quite a few gnolls are on inaccessible perches, and never come down from them.

jambajuicey
12-05-2012, 10:21 AM
We ran this yesterday and had mobs stuck on the perch where they drop off (prior to the wave battle) you cannot proceed until killing the mobs behind you (a webbing or rock prevents the way). We had ranged so it was not a problem, but the same things are happening with mobs that require x to be killed and getting stuck in walls.. very annoying - we just have to restart (even moreso when your running a pot)

dterror
12-06-2012, 09:32 AM
Sounds much like Ritual Sacrifice. Quite a few gnolls are on inaccessible perches, and never come down from them.

Which is completely WAI for Ritual...but then again those gnolls that are up on ledges shooting at you don't have to die for you to advance.

For those who complain about mobs up on ledges utilizing geography to their advantage as any defensive force would do when given all the time they needed to set up ahead of time, and yet insist on soloing the quest they know to have targets requiring ranged combat to kill...tough. You want to SOLO the quest on a build w/o at least half way decent ranged capability, then don't complain later. You already KNOW you need ranged in spots to advance, so get a friend to run the quest with you...oh, but wait, that's why you SOLO, isn't it?

brian14
12-06-2012, 10:17 AM
Which is completely WAI for Ritual...but then again those gnolls that are up on ledges shooting at you don't have to die for you to advance.

For those who complain about mobs up on ledges utilizing geography to their advantage as any defensive force would do when given all the time they needed to set up ahead of time, and yet insist on soloing the quest they know to have targets requiring ranged combat to kill...tough. You want to SOLO the quest on a build w/o at least half way decent ranged capability, then don't complain later. You already KNOW you need ranged in spots to advance, so get a friend to run the quest with you...oh, but wait, that's why you SOLO, isn't it?
Agree completely. I solo most of the time, and am well aware some quests are not suited to soloing with certain builds... or at all. In particular, I never tried to solo Ritual Sacrifice -- not because of perched gnolls, but because of keepint Paetus alive in the end fight.

MrkGrismer
12-06-2012, 10:33 AM
Agree completely. I solo most of the time, and am well aware some quests are not suited to soloing with certain builds... or at all. In particular, I never tried to solo Ritual Sacrifice -- not because of perched gnolls, but because of keepint Paetus alive in the end fight.

It is much easier to keep him alive if you have a character that can cast Resist Energy. Cast it on him (fire, acid, electricy and cold) and his survivability goes WAY up. If you can't cast it, you pretty much have to find a group that has somebody that can cast it, unless you can kill things really fast in there.

brian14
12-06-2012, 10:38 AM
It is much easier to keep him alive if you have a character that can cast Resist Energy. Cast it on him (fire, acid, electricy and cold) and his survivability goes WAY up. If you can't cast it, you pretty much have to find a group that has somebody that can cast it, unless you can kill things really fast in there.
Thank you, I did not realize this!

Well, whichever group I was in always cast Resists onto Paetus as a matter of course, but I did not know it makes that big a difference.

dterror
12-06-2012, 10:44 AM
Thank you, I did not realize this!

Well, whichever group I was in always cast Resists onto Paetus as a matter of course, but I did not know it makes that big a difference.

Just think about how often you get hit with 'burning blood' while running around in there...resist fire / acid is potentially up to 60 hp / 3s you're preventing to Paetus!

Nitesco
12-06-2012, 01:01 PM
Which is completely WAI for Ritual...but then again those gnolls that are up on ledges shooting at you don't have to die for you to advance.

For those who complain about mobs up on ledges utilizing geography to their advantage as any defensive force would do when given all the time they needed to set up ahead of time, and yet insist on soloing the quest they know to have targets requiring ranged combat to kill...tough. You want to SOLO the quest on a build w/o at least half way decent ranged capability, then don't complain later. You already KNOW you need ranged in spots to advance, so get a friend to run the quest with you...oh, but wait, that's why you SOLO, isn't it?

Obvious troll, there is a logical error in this statement. Can you guess it?