Classic FLEE Suggestion - Classic Suggestions - WarpPortal Community Forums

Jump to content


Photo

Classic FLEE Suggestion


  • Please log in to reply
10 replies to this topic

#1 JohnNooodles

JohnNooodles

    Amateur Blogger

  • Members
  • 345 posts
  • Location....
  • Playing:Ragnarok Online
  • Server:Classic

Posted 12 December 2012 - 05:06 PM

Would there be any way to set it back to where FLEE wasn't decreased when mobbing? I'm probably not the only sin (And Rogues, or any other class that relies on FLEE) who finds it incredibly frustrating when leveling on Anolians or Seals and that one Pest or Raggler runs up and instantly you have to pot for your life. It would be nice to do this for both Sins, SinXes, and other classes that like AGI since having a large amount of FLEE means nothing when that one mob comes up and completely wreaks you. It wouldn't make it that much easier, just much less irritating when something much weaker than what you are leveling on makes everything 10 times harder. Of course, it should still work in WoE where more players decreases your FLEE, just outside the castles. It would be nice to help MvP parties take care of the mobs. Another solution could be to increase the number of things you can evade from 2 to maybe 5 or 6? Would any of this be possible or too overpowered? Being overpowered shouldn't really matter when leveling, as long as it doesn't affect WoE. I can't really think of any downsides to this, unless anyone else can?

Edited by JohnNooodles, 12 December 2012 - 05:07 PM.

  • 0

#2 DaltonTrigger

DaltonTrigger

    I made it Off Topic

  • Members
  • 12 posts

Posted 17 December 2012 - 12:30 PM

So basically make assassins immune to mobs so they can easily solo all the minibosses and half of the MVPs and never get scratched?
  • 0

#3 JohnNooodles

JohnNooodles

    Amateur Blogger

  • Members
  • 345 posts
  • Location....
  • Playing:Ragnarok Online
  • Server:Classic

Posted 17 December 2012 - 12:36 PM

So basically make assassins immune to mobs so they can easily solo all the minibosses and half of the MVPs and never get scratched?


What assassin could MVP solo? That's still pretty much impossible even with the ability to evade their mobs. Even if they somehow could, then maybe increase it to 4 or 5.
  • 0

#4 DaltonTrigger

DaltonTrigger

    I made it Off Topic

  • Members
  • 12 posts

Posted 17 December 2012 - 12:39 PM

Actual Flee = Skill Bonus + 100 + [Level + AGI + (LUK/5) + Item Bonus] * [1 - ((Mobs -2) * 0.1)]

Basically, the first two mobs are 'free'. They start taking off 10% of your flee each from three and up. So don't attack three or more monsters at once, and you're fine.

It's not like assassins have backslide, cloaking, or flywings...
  • 0

#5 JohnNooodles

JohnNooodles

    Amateur Blogger

  • Members
  • 345 posts
  • Location....
  • Playing:Ragnarok Online
  • Server:Classic

Posted 17 December 2012 - 01:26 PM

On maps that are filled with aggressive mobs, it gets difficult to keep that third or fourth one from jumping in causing you to waste most of your healing items. Usually it's something weaker that's harder to get to when you're stun locked or they're on top of each other. It's just frustrating to get the same exp, but instead of using just a few pots you end up using 20-30 trying to stay alive which means more trips back to restock and wasting valuable Battle Manual/Any other buff time. Assassins shouldn't be able to take on huge mobs like tanks or other classes because they still lack the DEF and VIT to do so and can't take hits like most melee classes, but it doesn't have to be that difficult. They do have a high flee rate as main defense, but it's still pretty limited. Fly winging around or cloaking and running cause you to loose kills and time.

Edited by JohnNooodles, 17 December 2012 - 01:27 PM.

  • 0

#6 DaltonTrigger

DaltonTrigger

    I made it Off Topic

  • Members
  • 12 posts

Posted 17 December 2012 - 01:31 PM

Well, guess what? All classes have certain maps they're good at and certain maps they aren't. Don't ask for the entire game to be changed so that it's easier for you to play a class that already farms easier than almost any other, with virtually no potion expense. Either pick a map that works well with your character's build, or learn to adapt and overcome.

And taking off the flee penalties would make assassins better tanks than crusaders. Not getting hit at all > Taking less damage per hit.
  • 1

#7 JohnNooodles

JohnNooodles

    Amateur Blogger

  • Members
  • 345 posts
  • Location....
  • Playing:Ragnarok Online
  • Server:Classic

Posted 17 December 2012 - 01:58 PM

Just making a suggestion here that would make the game a little more convenient for others. I'm not even suggesting that they can't get hit at all just a lot less than they already do, besides there really isn't much of a choice on where to level sins in the mid to higher levels. I'm almost ready to trans so I don't really care if this is changed or not.

Edited by JohnNooodles, 17 December 2012 - 01:58 PM.

  • 0

#8 Roda

Roda

    Amateur Blogger

  • Members
  • 171 posts
  • Playing:Ragnarok Online
  • Server:Old Sakray :V

Posted 24 January 2013 - 02:16 PM

You know, it's not just sins you have to worry about dominating pvm if flee is set back to pre-comodo standrards (doesn't reduce with mobs). Wizards suddenly begin mobbing with agi/int builds, which was the primary reason they changed it to reduce with mobs imo. Although I can attest, that was a very good era to play thief....although rogue didn't exist yet.

Edited by Roda, 24 January 2013 - 02:17 PM.

  • 0

#9 loveSummer

loveSummer

    Amateur Blogger

  • Members
  • 209 posts
  • Playing:Ragnarok Online

Posted 17 February 2013 - 11:57 AM

with this, i could run around and mob the entire map, and just sit there afk tea party fleeing 100+ monsters? gg
  • 0

#10 EtNox

EtNox

    Amateur Blogger

  • Members
  • 291 posts
  • Playing:Ragnarok Online
  • Server:euRo -> fRo -> Classic

Posted 19 February 2013 - 06:05 PM

The problem at setting Flee to Pre-Comodo Patch would be the sheer amount of Flee you can have today, coupled with some equipment and buffs you could create a 300+ Flee, 40 Perfect Dodge tanking-machine with 26k+ HP which is stunimmune with ease. Agi/Vit LK ftw

It is just way overpowered for pvm if flee gets buffed - but i get the problem you have with that one evil-bastard thing spawning right on you and cutting of like 15 flee off which makes the rest of the mobb hit you like crazy...but it has to be that way when you want to treat it globaly.
  • 0

#11 Renarain

Renarain

    Amateur Blogger

  • Members
  • 317 posts
  • Playing:Ragnarok Online
  • Server:classic

Posted 09 April 2013 - 07:16 PM

saying that is like asking high crit monsters to stop critting a high def char.
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users