So… in the last release we had the concept of living stone. When you mined a living stone it would jump up knocking you back and if you weren’t mounted you can hardly catch it as it runs away and mine it a second time before getting loot. you could potentially mine it three times and if you were lucky and get more ore than a normal node but 99% of the time you never could get that 3rd mining attempt in to finish without a HUGE amount of Finesse ( or whichever stat made you mine really fast ).
we now have the super fun thing of mining nodes that defend themselves. they throw sticks of dynamite at you. They have an UNLIMITED amount of dynamite and if they hit you it interrupts your attempt and causes dmg. I got blow off a cliff and died. Other nodes do stuff like make you move really slow to get away.
Why a mining node you have dynamite or even know how to throw it is beyond me…
I was wondering…;.
do skinners have living leather that knocks them back and runs away?
do skinners have to avoid bombs being throw and them from dead carcasses.
do fisherman have to chase down run away fish?
do fisherman have to avoid bombs being thrown at them from fishing holes?
do herbalist have to chase down run away plants?
do herbalist have to avoid bombs being thrown at them from the plants?
just saying, if this is such a good thing for miners… everyone in the game probably wants to enjoy the fun too. We could have cooking fires that throw coals at you and anvils that throw hammers at you. Let all professions feel the love.
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you do know this mine can be cheesed right
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They do have to kill what they skin first, so there’s that.
Yes to both of these as well. Well, not so much bombs, but there’re herb nodes that cause effects on the gatherer.
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That sounds pretty dope.
Like, a sentient Anvil that gets tired of people whacking things on it - but it’s a really good anvil that every one wants to use.
So you have to risk being hit by a hammer while you craft.
kills mob and watches 50 skinners descend from the heavens
They don’t kill everything they skin.
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The point is that every skinnable mob has to be killed first, so the ‘danger’ is inherently there.
My hunter has died more often from plants than ore nodes tossing dynamite. Irradiated plants will toss you quite a ways and are often on top of towers of rock… one missed disengage and splat.
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There is no danger if I am just scavenging. I get the point of things having to be killed but you having to be the one to kill them avoidable.
I knew the cooking could be.
Yes and yes, the one was last xpac and the other was last xpac and this xpac and while adding points to the trees help a little it’s still annoying if a herb is on a cliff or something because you can easily die if you don’t have a slowfall or enough points to herb while mounted.
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Figured it was something Blizzard had added to combat the rampart bot use on the gather professions. If the node is able to defend itself then it prevents a bot from being able to acquire. At least in theory,
Likewise, the majority of gather nodes are completely mundane and don’t ‘fight back’. That’s pretty much the analogy to ‘scavenging’ in the context of mining/herbalism. Just skip the danger!
Yup, I skip them. Not because of the danger but getting one or two ores is just not worth it.
Doesn’t really matter the EZ-Mine nodes are extremely unfun and overloading them is completely pointless. On top of that they’re not even a rich ore node they give 1-4 ore normally rank 1 in my experience
you need to lvl up the specialization to get rank two or 3
In Dragonflight, I carried Sea Mist Potions just so to deal with Windswept herbs that threw me off the pinnacles. While it prevent death from falling, I’d still end up floating a long way away.
Worst part of mining is getting halfway through mining a node and it disappearing. I swear I’m close to 30% of my nodes doing this.
Bots, I am eagerly waiting to see a bot attempt to mine one of these. It should be quite entertaining.
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they are flying under the map