Pantheon: Rise of the Fallen

Pantheon: Rise of the Fallen

Why isn't there a combat disengagement system in this game?
For example, being able to flee from multiple aggroed enemies by running far enough to reset combat and avoid death. I feel the death penalty in this game is harsher compared to other MMOs."
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Showing 16-26 of 26 comments
Originally posted by DiceWrangler:
Originally posted by Underprivileged White Male:
Frankly I wish mobs would never leash. Should either kill, die, or zone honestly.

I disagree and leashes are long enough as it is. No leashing just leads to griefing -- especially with many zone boundaries removed. You could, either accidentally or intentionally, train a pack of elite monsters into a low-level town (like Availia) which, after the guards are killed (not sure if monsters ignore non-guard NPCs), the monsters would kill any PCs that wandered by, logged in or, if the monsters moved near a bind stone -- like the one in Availia -- this could create a death cycle until high-level PCs came to "save the town."

The Devil's Advocate might say "that would be cool and is emergent gameplay" but it would also upset a number of people with low-level characters who just 'want to play the game."

On the other (third?) hand, if there was no XP loss for dying within a town boundary the lowbies could help too and it could be a lot of fun; there should be no XP gain or drops for killing the invaders to avoid exploits.

Don't think monsters can kill the guards? I accidentally trained a single elite Thief -- not even a high level one -- to the guards on the AVP bridge (between Demith and Thronefast) and that ONE thief killed 3(!) guards before some nearby PCs helped them out. Imagine what a "gang" of thieves could do. . .

One man's grief is another man's interesting night.

Frankly I wish you could train mobs. Made EQ interesting.

No offense but I'm kinda just sick of every game catering to the same crowd that hops from new game to new game every 3 months to experience the same easy guided playthrough with no risk, all reward.
Last edited by Underprivileged White Male; Feb 2 @ 12:54pm
Kimbo Feb 2 @ 2:55pm 
Originally posted by Flüüüümpel:
It is possible to escape, but you "feel" like they are chasing you forever.... if you are near water, jumping into the water and swimming away can save you, but you should NOT do that in WILDS END
Not true monsters can swim and you can't fight back in the water
nzguzzi Feb 2 @ 7:41pm 
I have run away many times. Sprint , drop off cliff to lower level get away....
Know where you are fighting and always have an escape plan.
I have never had an issue unless 2-3 mobs on me at once and well...thats just poor game play skills.
Monsters can be trained onto other players but I have yet to see if a Monk can train a pack of monsters then Feign Death to "dump" them on an unsuspecting group.
Originally posted by Kimbo:
Originally posted by Flüüüümpel:
It is possible to escape, but you "feel" like they are chasing you forever.... if you are near water, jumping into the water and swimming away can save you, but you should NOT do that in WILDS END
Not true monsters can swim and you can't fight back in the water

In TF I saved my life hundreds of times, every time this Chevron Gaial guy spawned next to me... I just jumped into the water... Easy... I didn't even have to swim far away, a few meters and I could watch them running back and forth along the bank trying to catch me, the same with Bears and Boars ...

Spot the Difference:
Can save you
Will safe you

Edit : If you want to run away, the option of fighting is usually no longer available anyway. Because you attacked something wrong or you're unlucky enough to have something respawn next to you that you can't fight...then it's worth a try
Last edited by Flüüüümpel; Feb 3 @ 12:15am
Originally posted by nzguzzi:
I have run away many times. Sprint , drop off cliff to lower level get away....
Know where you are fighting and always have an escape plan.
I have never had an issue unless 2-3 mobs on me at once and well...thats just poor game play skills.
Same! I really love the way the terrain and mobs pathing works in this game. Environmental awareness and line of sight play a big part to prevent pulling the wrong dudes but the level design is pretty impressive/well thought out. I have made some epic escapes and “mistakes”
Last edited by Mr.Psyker; Feb 3 @ 12:36am
Only thing that works for me so far is jumping off cliffs or if you get lucky and can run to a guard.
Last edited by BiGDaDdY; Feb 3 @ 2:38am
People need to learn that you don't just hold sprint until you are exhausted...

You sprint, then wait, then sprint then wait. Outside of a few mob types you can outrun most things like this without issue. Even more so if you grab a run speed buff, keep speed pots on you, or use run speed food....
Last edited by Underprivileged White Male; Feb 3 @ 3:51am
armymdic Mar 16 @ 5:49pm 
There is also a really, really bad bug where you release, lose XP, and still have aggro....and die again...and lose MORE XP. Absolute garbage mechanic.
Originally posted by armymdic:
There is also a really, really bad bug where you release, lose XP, and still have aggro....and die again...and lose MORE XP. Absolute garbage mechanic.

Yes the areas around bindstones need to be 100% safe. The spider cave / manor bind stone in particular you will die at when you respawn.

That said, at the hours I have you'd be amazed how good you get at running from mobs. Having your bag open with a health potion helps a lot.
TBH I've successfully run away from more than one mob who was about to kill my a55! But yeah, most of the mobs will run you down. It was the same way with EQ... unless you had Spirit of Wolf cast upon you.

Are druids getting that spell? ❤️❤️❤️
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