Celtic Heroes

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Re: Enemies now updated

#11
I would also like to see that the lower monsters don't attack you if you are way higher.

I was thinking or make it a certain level, for example if you are 20 levels higher they don't attack

or

If you don't get any experience any more if you kill them, they shouldn't attack you any more if you walk by.
I am with you on 20 levels higher :).
IGN: Nito (Mage)
IGN: Nitio (Druid)
World: Mabon
Clan: Rebels

Re: Enemies now updated

#13
If the mobs are so many levels below you that you dont think they are worth your notice,
then what do you care if they attack you
you should be able to chew through them in only a few seconds

stop complaining

thanks for sorting the difficulty out, even with reduced damage i can now just about take down a black revenant solo so long as i can get it alone

The thing to look out for is the stars, monsters 10 levels below me can take up to three people to take down if they have four or more stars
once we are grouped that means maybe 10 xp each, it depends on what it is and who is in the group, ya know

having these monsters that absolutley require a group to defeat can get annoying
for example i finally made it into the Avatar's room, and started slowly killing off the errants of donn and worked up to the black revenants, but then once two lv45 4star dagger fiends spawned in their place i had to bug out of the room, and will likley have to stay out until the rest of the people on the server get tough enough to get in there and help me

perhaps that is what you intended

I am looking forward to the rest of the tweaks
will they be drip fed as they are done or will they be combined into one big update?

i have had a few problems with mobs following me, or following others into rooms and then refusing to leave even once they have stopped chasing whoever it was they followed in
they stay together as one big clump of 4 or 5 overlapped monsters and have to be killed off one by one to clear them, obviously 4 stacked monsters can do some massive damage so it can make even getting into some rooms very tough
Fozz
Druid
Morrigan

Re: Enemies now updated

#15
woop woop! thank you!! now i can kill black revenants in peace! freaking lvl 45 firesword kept attacking me -____-! looking forward to being able to kill a 4 star lvl 45. hopefully he doesnt hit as much on me or that high >_>!
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Player Name: JakeArron, MageZero
Class: Rogue, Mage
Level: 99, 83
Clan: Legendary, Corruption

Re: Enemies now updated

#16
Thank you I can go at The lev 50 bone now with a group
Evil, You set my soul on fire
Evil, You fill me with desire
Evil, You always get it right
Evil, All day and all night


THANK YOU FOR TAKING THE GREEN AWAY FINALLY I AM FREE FROM BEIN A SLAVE TO THE CORROSION OF CORRUPTNESS OF BETA TESTER

Re: Enemies now updated

#17
You need to hide - Sneaky attack.

Hide has easy regeneration speed , less mana used.
IGN: Rogue (Rogue)
IGN: Mage (Mage)
World: Mabon
Clan: DivineForces

Re: Enemies now updated

#18
We don't really need rogue more powerful rogues aren't meant to hit hard they just or use to that. I'm fine with my rogues damage as is I just wanted easier use of sneaky attack for it to be effective
rogues are ok. I think most people want the overpower back.
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Re: Enemies now updated

#19
The thing with these new 4* monsters is that they were mainly added to drop loots, gems for cash and magic weapons. However what some people are really looking for is a new xp area and for that purpose I agree they are not really ideal. We are working hard to add two new outdoor zones in the next update which will have lots of places to get xp and with enemies going up to lvl 70. However I do appreciate that there are people who only have these new 4* mobs to gain xp from, which is why we have made them easier in the patch yesterday.

As a side note, the idea for the * ratings for players the same level as the enemy is:

1* easy solo monster
2* normal solo monster
3* hard solo monster / easy group monster
4* group monster
5* elite group / small raid
6* raid of several groups

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