Diablo® III

explain Mortar?

(Locked)

06/20/2012 10:43 AMPosted by Ohohem
I've noticed with the new and improved AI, morter mob groups will actually split up and not all sit together, hence you are probably getting hit by one of the mobs that moved out of melee range.


You can actually see the mortars fired from the guy you are fighting in melee range and then come down and land on you. Granted, other elites will be firing on you as well from other ranges, but it's clear some mobs are firing mortars at insanely close ranges.
Right now, if the mortars have a nice concave and if you're in tight quarter dungeons it's much more difficult for range class to handle. Staying out of range was better tactic than staying within minimum range.
1st- On my DH in inferno, ran into mortar/arcane elites last night with my Barb friend who could keep their aggro. The 'dead zone' was filled with laser turrets, so I ended up having to run off screen for down time, twiddling my thumbs, couldn't even see the fight, until I was ready to run back in with full health, no pot timer, and full discipline.

2nd- When my Barb friend lost any mortar/combo elites aggro, and the mobs spread out, there was no safe place to move to, again, had to move off screen to wait for him to regain control.
Community Manager
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open.
When kiting mortar mobs I see some walls they don't shoot through. Is it possible that this is the cause here? It's hitting the wall and just falling straight down?
I was noticing

06/20/2012 11:56 AMPosted by Sherri
When kiting mortar mobs I see some walls they don't shoot through. Is it possible that this is the cause here? It's hitting the wall and just falling straight down?


I was noticing this pre 1.03
90 Human Death Knight
8780
I had the good fortune to run into this on a pack that also had the waller affix.

Result = trapped in a triangle of death with three champions tossing mortars straight up into the air.
I've noticed Mortar / Waller affix monsters have this problem a lot: The mortar shots, if blocked by one of the "Waller" walls seem to drop straight to the ground rather than going over them. This doesn't seem appropriate...
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open.


Thanks, Turbo.
Edited by Crakin#1375 on 6/20/2012 12:23 PM PDT
90 Undead Warrior
10005
i am now running a test the sale price on all my gear 18,638 I have one item that ignores their durability loss it's cost is 1553 gold I got the durability all down to zero and repairs will cost 35,650 how can it exceed the original cost of the gear I will not continue playing until my gear is fully repaired at the original repair costs!! when you buy a new television are $500 in the tell you it cost 1000 to fix your throw it out
When you have 985 to all resis like me, you can tank mortar just fine.

Stop trying to exploit.
You really need to replace the people who work on this game as they have no idea what they are doing.
It depends on the mob with the affix.

I ran into a correct morter mob, and it missed me. I then ran into a broken morter mob, and it mortered me in melee range.

It will be hot fixed... I hope.


This. The first mob I fought after the patch with mortar I was like, "Wow! This doesn't feel cheap and frustrating anymore!" because I was able to keep kiting by staying inside of the dead zone, but still just out of melee range as long as I was on point.

Then I fought another that was mortaring me at melee range and I got mauled. We should try and take note of what mobs are doing it and which aren't if possible.
From some mortar packs I fought last night, it seems like the fireballs are more "random" and it was easier to dodge at range? I may get hit by one but before I would see 2-3 coming at me at the same location and got hit twice before getting out of the way.
Edited by Jibikao#1131 on 6/20/2012 12:26 PM PDT
85 Night Elf Death Knight
9305
I saw a full group of mortar enemies carpet bomb the melee in my game (barb/monk and 2 wizards) whist completely ignoring the ranged. How was the range on it INCREASED when it now hits melee in melee range? Last I checked, 0 yards is a hell of a lot closer than the previous range (I think it was like 10 yards).
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open.


Mortar was insanely broken for melee before patch. After 1.03 it's a little better, but not as improved as I would have liked. The deadzone wasn't increased by enough imo. Also, mortar on champion enemies that run away is really frustrating. They just run away in three different directions, you chase one, the other two mortar you to death and there's nothing you can do about it.
86 Human Mage
10415
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open.


Tell bauble the entire world is resting upon his shoulders.
Thank you for the reports! Our Quality Assurance team is investigating this as a possible bug. With patch 1.0.3, we increased the dead zone for Mortar monsters (the area around the monster where you can stand and not be a target for their mortar attacks), which should reduce the chance for characters from being hit when in melee range.

If characters in melee range of Mortar monsters are being targeted more often, that's not intended. We know players are reporting this happening fairly frequently when a Mortar monster stops up against a wall, so we'll be looking into those situations as well as when the monster is just being attacked out in the open.


Why don't you guys actually test things before releasing? Oh right, WE ARE the beta testers after all.
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