Forums » General Pantheon Discussion

Kiting and Snare Spells?

    • 31 posts
    January 2, 2019 8:05 PM PST
    I was a huge fan of kiting. It was not for everyone but I thoroughly enjoyed rubbing in circles kiting the giants and specters of Ro or the giant balls of spiders in the commons with my druid and bard.

    I have seen the SoW and root mechanics in the various streams but I have not seen or heard anyone mention snare effect spells that slow the creature down without stopping them entirely but for a longer period of time then root.

    Has anyone seen or heard anything on this yet. Kiting was a huge part of EQ back in the day. I personally hope it exists on Pantheon as well. What are your thoughts?
    • 560 posts
    January 2, 2019 10:33 PM PST

    I used it a lot in EQ and in Vanguard I just assumed it would be one of the many ways people can kill their foes. I think it is important to note that a lot of the time I used it was not for solo but in small groups or even in large groups as a way to CC an add.

    I will also be disappointed if it is not part of the tools given to us.


    This post was edited by Susurrus at January 2, 2019 10:34 PM PST
    • 75 posts
    January 3, 2019 2:54 AM PST

    I always assumed kiting being a competitive form of exp was a mistake in an MMORPG. If someone wants to exp solo that is fine I guess, but it should never be better then a group going to earn exp in a group based game. So I don't mind if the tools are there to be used, but not able to be abused.

    • 218 posts
    January 3, 2019 2:59 AM PST

    I also have not seen these spells as of yet and believe they were exceptionally helpful in groups when something was trying to run away. As root breaks on damage being done to target. I think theres ice spells that slow a targets movement but last a short duration or breaks on damage as well. Speculative but I think thats how they work right now. Snare type spells should definitely be implemented if not already planned IMHO.

    • 249 posts
    January 3, 2019 6:15 AM PST

    Wizard - Glint

    Shaman - Deluge

    • 2419 posts
    January 3, 2019 7:09 AM PST

    Ezrael said:

    Wizard - Glint

    Shaman - Deluge

    What we haven't seen yet with these spells is the duration.  What good would be a snare for kiting if you had to recast it every few seconds instead of minutes?  EQ1 Druid kiting worked so well because the snare lasted quite a long time.  Well that and the fact the Druid had SoW.

    • 1120 posts
    January 3, 2019 2:29 PM PST

    I'm indifferent to kiting.  While yes, it can be used as a form of CC... most classes seem to have some form of hard or soft CC already.

    I think if they truly want to create a group oriented game they need to limit the ability of specific classes to truly be solo.  Necromancers and Druids were extremely overpowered in this aspect of the game, and it really impacted the other classes.

    • 839 posts
    January 3, 2019 3:48 PM PST
    Didn't they add a feature where DoT damage was reduced if a mob was moving (without fear activated) I thought that was good because I wasn't a huge fan of a open zone being dominated by a few solo kiters. I think kitting should be more of an oh $h!t than a good way to level. Probably not a popular opinion though :)
    • 334 posts
    January 3, 2019 3:57 PM PST

    Porygon said:

    I'm indifferent to kiting.  While yes, it can be used as a form of CC... most classes seem to have some form of hard or soft CC already.

    I think if they truly want to create a group oriented game they need to limit the ability of specific classes to truly be solo.  Necromancers and Druids were extremely overpowered in this aspect of the game, and it really impacted the other classes.

    Agreed. Snare design should be thought of within the context of the utility that it brings the group and have its effects limited outside of that context.

    • 31 posts
    January 3, 2019 3:59 PM PST
    Kiting was never a effiecient way of leveling. It was a slow grind and required constant attention and timing of spells.

    The one advantage kiting had was making money depending on the scenario. Kiting is more of a preference just like a class roll is. Some people like to heals other like to dps. Some like to get in a group and speed pull for fact efficient exp other want to chill and spend some time kitting creature around. That’s what I liked about EQ. It was diverse and not every class could do the same thing as the others. Classes were unique and you would see other do something and if you thought it was cool you would roll a alt and gave it a try.
    • 1484 posts
    January 3, 2019 3:59 PM PST

    Hokanu said: Didn't they add a feature where DoT damage was reduced if a mob was moving (without fear activated) I thought that was good because I wasn't a huge fan of a open zone being dominated by a few solo kiters. I think kitting should be more of an oh $h!t than a good way to level. Probably not a popular opinion though :)

     

    Yeah I think it was something like 1/2 or 1/3 of damage is the target is moving, and bow damage reduced by 1/2 as well.

     

    It made dot kiting or bow kiting very long, to make up for the easyness. It however, didn't affect nukes which made quad kiting still something.

    • 334 posts
    January 3, 2019 4:06 PM PST

    Sylvanfox said: Kiting was never a effiecient way of leveling. It was a slow grind and required constant attention and timing of spells. The one advantage kiting had was making money depending on the scenario. Kiting is more of a preference just like a class roll is. Some people like to heals other like to dps. Some like to get in a group and speed pull for fact efficient exp other want to chill and spend some time kitting creature around. That’s what I liked about EQ. It was diverse and not every class could do the same thing as the others. Classes were unique and you would see other do something and if you thought it was cool you would roll a alt and gave it a try.

    The first part I bolded is the majority of it, let's be honest. The second part I bolded is like 5% of it, the other 95% is solo players wanting to be able to farm group-oriented mobs for drops they don't have to share or roll against 5 other players for. We're all familiar with that feeling of finally making our way to a boss or named mob to find a Necro farming it only to sell the items. I really don't think that's good class design for a game that's being made with an emphasis on the group experience. Snares/roots should be designed for their use within a group context first and foremost. Their capacity for solo efficacy should be limited, and certainly not powerful enough for a single class to kill mobs designed for a group.


    This post was edited by Sicario at January 3, 2019 4:07 PM PST
    • 31 posts
    January 3, 2019 4:30 PM PST
    I think we are looking at this from two different eras of EQ. I played from the launch until about 2002ish. Very rarely did you find a Druid or a bard solo kiting, “yes there was group kiting” a boss that normally required a group of player to get to it, at least not without exploiting a bug or help of others. I know in the later eras when they made the game easy to play like wow it was possible but that was not EQ as it originally was.

    Like I said if we want a game that captures the essence that was original EQ people need to move away from the that’s not fair if a class can do this mantality. Original EQ was not fair at all. I remember summoning bodies on my necro making 2k - 5k platinum a pop. I remember going to Qeynos and giving high level buffs to low level players and chain snaring low level players enemies so they could burn them down at a range. I remember that was not something a wizard, ranger, rogue, fighter could do. People accepted that is how it was and if they wanted to be able to do that they invested the time to be able to do it on a alt. While others advanced further into end game raids and dungeons.

    I remember going to Barbarian Shamans for SoW potions for my paladin because they were the only ones who could make them. I remember having to deal with group rogue pickpocketing valuable loot from the groups monsters before it would die and having to trust that they would share anything valuable they stole.

    It seems everyone wants this to not be wow but they still have a wow a wow mantality where if it doesn’t fit the majority train of thought that it’s wrong and should not exist and should be removed to force people Into to their style of play. I truely hope this is a unfair game like EQ originally was
    • 334 posts
    January 3, 2019 4:47 PM PST

    Capturing the essence of EQ ≠ importing things that are bad class design "just because EQ did it." No one is asking for class parity, nor for the game to be fair. You're at best making assumptions, and at worst straw-manning others' arguments. Despite not wanting class parity nor desiring the game to be completely fair, there is however a range in which you want to keep the disparity between classes. What's being argued here is that classes being able to solo farm group content isn't good design and isn't justifiable based on the premise that "EQ did it!" or that "Well, the game shouldn't be fair because having differences in classes is good." Yes, having class differences is good but it is also absolutely possible to capture the benefits of some of the points of class disparity that you've brought up without going so far as to allowing certain classes to solo group content.

    • 999 posts
    January 3, 2019 7:02 PM PST

    Kiting should be allowed, exploiting should not.  If snares exist, they should be able to be used.  I think rather than penalize a class for having a spell, I'd rather see improved Mob AI that instead of following you aimlessly if they were snared, that they'd alert the camp etc.  I hope that's where some of the Pantheon Difference features could come in such as Mob dispositions, etc.

    @Sicario

    If you want group interdependence, all classes can't solo equally or as well.  If they can, you will have a WoW-like game as everyone would be able to solo as efficiently.  And, again, see above to assist with making it difficult to solo group content - improve mob AI, don't nerf or homogenize classes. 

    And, even in EQ, "most' classes either with the right gear or spells could return to an area when it was trivialized and solo ok.  Only a rogue/warrior really couldn't solo anything (and even they could with a Fungi and the right weapons).  So, to counter your statement, I don't think EQ had bad class design - could some aspects have been improved - sure, warriors should have had more than Taunt/Slam/Bash/Kick etc. but how they designed classes to make classes dependent on each other was brilliant, even if it was accidental.

    • 31 posts
    January 3, 2019 7:10 PM PST
    Well said Raidan, 100% agree.
    • 287 posts
    January 3, 2019 7:32 PM PST
    Indeed, in 2019 there is no real a snared mob should every follow a player around. Please tell me the mobs won't be this dumb. In 1999, okay. But not 20 years later.
    • 287 posts
    January 3, 2019 7:32 PM PST
    No reason*
    • 11 posts
    January 3, 2019 7:52 PM PST
    I played a Druid in EQ. Kiting was not as simple as ppl seem to think. Quad kiting was even harder. It took skill to properly kite mobs. Also, it was the worst form of trying to level. I soloed when I needed certain gear or plat feom giants, lol. But, in regards to leveling, grouping in dungeons and sitting in camps was the fastest way to level.
    I'm sure there will be some classes with better abilities to solo than others. We can't have a million Dire Lords and Rogues running around. I believe every class will be so diverse, that each one will have unique skills needed in groups and for soloing abilities at later levels.

    I remember playing a Rogue in EQ. There were many Rogues, but they were dreadful at soloing. What did most ppl do? Either dealt with it and strictly grouped, or rolled a Necro, Druid, or Bard, lol.
    • 627 posts
    January 3, 2019 9:52 PM PST
    I think kiting will be harder in Pantheon because many meele mobs seem to have ranged abilities also stream they will have more skills on general and some night be usable from range. Unlike Eq where meele mob always will just try to meele.

    Kiting in Eq as a duo Wiz and druid was good.xp, good cash and easy to start up unlike getting a full grp ruonning that could take time.
    • 48 posts
    January 3, 2019 10:53 PM PST

    Looking at how very few spells that allow kiting there are, and just how very short their durations are, plus the devs very obvious dislike of solo players (playstyle, not the people though they may be one and the same), don't expect much on this front. Which is a shame, because it is nice to have things you can do when you can't/don't want to group, and don't like tradeskills.

    Though I will say I don't necessarily disagree with improving AI to make mobs less dumb, especially in lieu that terrible mechanic they used in EQ (most mobs over 50 could summon the player). But I do think just giving every mob a ranged attack would be equally dumb, especially on dumber mob types and areas that would not reasonably have things to throw at someone (for humanoids, beaches don't have a ton of rocks... not all have ranged attacks, also infinite ammo)

    • 627 posts
    January 4, 2019 2:01 AM PST
    I did not clearly I think mobs meele mobs could use magic attacks against players. Like the Direlord have abilities with range, the paladin and warrior aswell if the mobs behave a bit like our classes then it could be an option.

    We have only seen a sneak peak of the spells and abilities thats going to be in the game. My guess is there will be many ways to slow and kite in Pantheon.

    Rogues håbe poison
    Wizard got ice magic
    Druid root and entanglement
    Ranger are known for their arrows to the knee
    Dire Lord weighted blood ability
    Shaman deluge
    Summoner can possible summon chains that bind the mob

    There's plenty of kite abilities, my guess is the duration won't be anyway near what we saw back in Eq so maybe plauers have to cast more snare it combine snares with stun, knockback or other ccs.
    • 31 posts
    January 4, 2019 4:37 AM PST
    The devs never implied or said they do not like solo players. What they have said in many streams is that (pantheons is a group based game however soloing is possible, it will just be a lot harder and you will not get to see all the content the game has to offer if you only go solo.) That is exactly how EQ originally was, I am also certain these mechanics will exist. I hope we get some more details on them on one of the upcoming streams.
    • 54 posts
    January 4, 2019 6:39 AM PST
    No class should be able to solo group content. Lots of solutions to prevent this like snare breaking if the mob moves X number of meters and then is immune to further snaring for X number of seconds/minutes
    • 438 posts
    January 4, 2019 7:53 AM PST
    I don’t see a problem with a skilled player soloing via snare kiting.