Slowing down while aggroed
It’s also annoying because you don’t necessarily return to normal running speed once you’re free of the mobs.
Honestly, when I first came across this in the Norn starter area (rampaging minotaurs), I thought it was a server bug when my running speed was cut by three quarters, not a feature. I’m fairly certain that the third beta weekend did not have this annoying feature, so it was probably something that was introduced to the final release.
It’s also annoying whenever you inadvertently enter an aggro mob area and you end up surrounded by several mobs who can run and attack at varying speeds whilst your own character is reduced to a crawl. ANet have gone on record in the past as saying if a feature isn’t fun, it is then removed. Well, ANet, being forced to crawl whilst being aggroed by half a dozen mobs who can still move with speed isn’t fun!
I think it is a way to try and force you to stop and fight. Perhaps it is in place to interfere with botters?
Most of the time it is not too bad as I can “run it off” but in Orr its pretty hard to deal with. You are slowed down too much to escape the wall to wall fast regen zombies.
Considering the normal run speed outruns practically all mobs outside of Orr, I’d have to say no. Also note, swiftness in combat speeds you up to the out of combat run speed, or extremely close to it. I can visually notice a 10% speed difference easily, and swiftness in combat feels to be exactly as fast as out of combat speed.
Aside from daily kill count/variety, there’d be no reason to spend time killing random mobs you aggro traveling when that time could be better spent tagging huge groups in DEs.
If you want to run away, work for it. Use swiftness & snares. Use knockbacks to create distance. Oh, and that reminds me, kb skills that do no damage (like elementalist’s Gust) will not cause you to be in combat. I assume that giant blue guardian shield skill works the same (Shield of Absorption[?]) So right before getting hit, stop and push that guy 20 feet away and continue on your way.
Also, dodge when needed. Risen putrifiers are the only risen that will pull you (on land), so when one is nearby, watch for when he throws the pickaxe or whatever it is, and dodge it. It’s not like they spam it.
The aggro system is a bit wonky at times, can’t deny it. It is very annoying when you’re well above a mob, out of it’s attack range/reach and still holding aggro so it slows you down. The system should recognize that when a mob can’t reach or hit you from range or run to get in range, aggro should be broken.
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
Since there is no death penalty worth mentioning, I think this is the one barrier they keep to add some meager level of threat and danger to exploration. As carebear as these games have gotten, I’m thankful for at least that much.
Ugh! I got attacked and… I suddenly feel soooo slooooow…
Yeah, not the most realistic episode. In fact, in reaction to danger the body would produce adrenaline which actually gives you more strength, awareness and agility.
Ugh! I got attacked and… I suddenly feel soooo slooooow…
Yeah, not the most realistic episode. In fact, in reaction to danger the body would produce adrenaline which actually gives you more strength, awareness and agility.
Then again the same adrenaline can make you perceive time much slower than it actually is.
And let’s be honest, there needs to be something that makes it so that you cannot just run past every single mob. And I would rather have a slower movement speed in combat than having every single mob capable of using Cripple, Immobilize, Pull or Knockdown.
And besides, if this change was implemented, next you would have people asking for
- Removal of weapon swap timer while in combat
- Removal of the lock on your utilities while in combat
- Removal of the lock on your equipment while in combat
And we really, really don’t wanna go there.
(edited by Olba.5376)
[…]And let’s be honest, there needs to be something that makes it so that you cannot just run past every single mob.[…]
We already can run past every single mob in the game, some are just more annoying than others. I don’t see the point of slowed because of aggro actually, apart from PvP maybe, it’s just a nuisance…
I’m not sure if I got different version of Orr than everyone else? I’m quite able to run around.
And it’s not like you have to enter combat if you don’t want to. Just dodge, use a block and raise your jogging speed a bit. Mobs turn away in a second or so after they notice they couldn’t put you in combat.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
As for people saying it not realistic, i dunno could easily be explained that you slow down to be able to better aim, your attacks, but than again WHEN have this game ever been about realism?
Just speculating, but possibly the current combat movement speed is the baseline, and they realized that exploring at that speed was frustrating so they added a speed increase when out of combat, and that entering aggro brings it back to “normal”.
Not sure if that’s the case or not, but the thought came to mind. I agree with the posts above though. Sometimes you want to fight, and sometimes you want to run through. Being slowed down, especially by a Ranger pet is frustrating.
It just sucks.
Everytime l’m anywhere near anything l slow down to a crawl, why whats the reason behind it.
Ans it’s even worse being a Ranger with a pet thing.
(edited by Solid Gold.9310)
I agree with the OP, remove this dumb mechanic from the game entierly.
What does it matter if you have a weapon drawn or not? You still weigh PRECIESLY as much as you did moments before – And why do you STILL move like a slug even when your weapon is sheated? Many times on my norn engy when I chase someone on PvP I think “What is he doing, jogging?”