Player spaceships fit for short range combat often do considerably more damage than those using longer range weapons, but a faster ship fit for longer range can control the distance between themselves and their opponent, defeating the opponent while taking little or no damage themselves. In EVE Online, kiting is an important strategy for both player versus player (PVP) and player versus environment (PVE). In the games The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion, the player can run backwards while firing a bow or using projectile magic. The kiter then usually gets the aggro off them after the other enemies are defeated and then the whole group fights the boss together with no other distractions, essentially divide and conquer. Movement speed enhancements were useful in kiting to maintain a safe distance between the player and the target.Ī common strategy in World of Warcraft involves a player "pulling" a boss away from a group of enemies, kiting the boss while the rest of the player's party defeats the other mobs. When a player enters a locked encounter, they lose any movement speed enhancements they have (except for a special sprint ability). Kiting continues, however.ĮverQuest II implemented a locked-encounter system that countered several tactics that had emerged in the original game. DoT spells, among many others, have since been revised several times (now do full damage to running mobs), and attempts have been made to promote grouping. The most notable change made damage over time (DoT) spells only 66% as powerful while the target chased the player. In the summer of 1999, Verant Interactive implemented several nerfs apparently designed to make kiting a less viable tactic. Kiting was an extraordinarily effective tactic in the first several months after EverQuest (from which the term originated) was released, allowing players to kill monsters that "conned" red (on a scale of green-blue-white-yellow-red, signifying the level of the monster relative to the player's level, white being equal, green much lower and red much higher). This limitation is less relevant when the kiter's only task is keeping the monster's attention while his or her friends deal damage, since in many games the other players are not "in combat" and can rest or recover easily. The tactic relies on being able to generate more damage per second than the mob's hit point regeneration without running out of mana or ammunition, and so is limited in this respect. The obvious disadvantages of this tactic are the annoyances of constant running around, its time-consuming nature, and the possibility of "adds" (other monsters in the area assisting the primary target). This ideally results in a dead monster without the player taking a hit. The advantage of the strategy is that a safe distance is kept between the player and the target while the player keeps bombarding the target with ranged attacks (such as spells, arrows, or other projectiles). It has also been suggested that kiting comes from " Killing In Transit", but this is more commonly regarded as a backronym. Generally, the banking term refers to money not reaching its destination, which is similar to the goal of kiting a target in a game. It has been suggested that the term kiting refers to the slang banking term Wikipedia:check kiting, meaning to illegally float money back and forth between accounts. The player doing the kiting leads the enemy around (directed by the AI to move towards the player to attack them), which is often moving at a reduced speed caused by the player in some manner (for example, a slow spell or injury). The term kiting is generally considered to refer to "flying a kite", which is what the process looks like to a third party.
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