please make all monsters remain invulnerable
I was going to report this post, seeing as it’s not a suggestion. You’re unnecessarily angry, and this makes your post come across like you’re a petulant child.
However, maybe you’d like to reconsider the title (I believe you meant to use “vulnerable”) and offer up a real suggestion to the proposed problem? In that case, we’ll see if anyone else has held off reporting.
Gotta admit, i found the title a bit confusing.
Short term fix: Move the specific mobs start locations away from the areas in the game which cause them to become invulnerable. Or just remove those mobs altogether. Just until the reasons why those locations make mobs invulnerable are found.
I was going to report this post, seeing as it’s not a suggestion. You’re unnecessarily angry, and this makes your post come across like you’re a petulant child.
However, maybe you’d like to reconsider the title (I believe you meant to use “vulnerable”) and offer up a real suggestion to the proposed problem? In that case, we’ll see if anyone else has held off reporting.
Well, in Rift, if your character is standing on something above the target monster, the monster can easily climb up to you. So there is no advantage gained from being on something high and no need to make the monster invulnerable.
I was going to report this post, seeing as it’s not a suggestion. You’re unnecessarily angry, and this makes your post come across like you’re a petulant child.
However, maybe you’d like to reconsider the title (I believe you meant to use “vulnerable”) and offer up a real suggestion to the proposed problem? In that case, we’ll see if anyone else has held off reporting.
Well, in Rift, if your character is standing on something above the target monster, the monster can easily climb up to you. So there is no advantage gained from being on something high and no need to make the monster invulnerable.
Sometimes it’s not just a height difference that causes invulnerability problems, sometimes its just a bug perhaps in the pathing calculations or the terrain design which cause the issues. I’ve seen mobs go invuln under water just off the shore when there’s no obstructions about.
ive seen mobs reset and go invulnerable after they move 10 yards from their start location while some will gladdly chase you across half the bloody map lol. Its kinda annoying sometimes but not that gamebreaking.
I’ve seen mobs coming towards me in a straight line underwater, while I’m backpedling away from them, go invulnerable. Then return to their start spot. Then stay invulnerable for a variable duration (sometimes long enough to regenerate to full health, sometimes not) while I’m still hitting them*. Then I can start hurting them again.
*When an enemy goes invulnerable, you need to be prepared for it to decide to come back and attack you. So if you can keep hitting it, do so.
I see that ANET has some options here, all of which are a smarter idea than this invulnerability:
– Do nothing. Let us kill melee enemies while we are safe on a cliff. Outsmarting them should be allowed.
– Give them the ability to jump so they can follow us up.
– Let them cheat and just jump at us. Especially if they can fly.
– Give them a ranged attack. Now this narrow ledge we are on become a liability as it’s not large enough for us to dodge.
– Have the enemy run away in an attempt to get out of our range. Just like a player would if faced with an enemy they can’t kill.
Invulnerability is the stupidest response to this problem I can think of. Even if it worked properly.