07-21-2003, 11:46 AM
protoshoggoth,Jul 21 2003, 12:15 AM Wrote:As far as I know, it's always been that way. Once you kill the council, the regular zealots will try to avoid you.Well not exactly
It hasn't always been the way that there are Zealots in Act 5
Now if they want to use a variety of monsters to add menace to Act 5 in the higher difficulty picking a species that runs into the corners wimpering is not the way to go about it
Most areas spawn 3 monster types plus other types for boss packs
Now if you have 3 monster types and one will always run away offering you essentially free exp for some builds (trappers, overlords) or a royal nuisance to track down (barbs, zealots) that is not good game design
So I think it's a bug in that they didn't realise or overlooked the AI change upon quest completion which ruins these creatures as an Act 5 threat