Feneon wrote: ↑Tue May 28, 2024 5:29 pm
The annoying part is that low numbers end up really punished by the layout. Typically, changes have been made without much feedback, but I would like to see more people PKing
I appreciate the request for feedback!
Feneon wrote: ↑Tue May 28, 2024 5:29 pm
I think that stedding is very punishing, in particular to channelers who are already playing at a disadvantage, who then can get swamped by the layout.
I disagree with this sentiment. There are much too few no-channel areas at large in PK areas in the current state of things.
A glass cannon dodge / yew staff set up for maximum defense and zero non-weaving offense SHOULD suffer greatly in no-channel areas -- there are other options for weapons that can melee better, and within the realm of 14 str and 15 str chars to use, such as the pearl handled epee, pale steel longsword, and ring-quillon sword...in addition to the Fblade, Sblade, and jav options for attack set ups.
the dodge set ups get ripped apart when bashed at mobs, but they very well could instead be combo set up and more useful overall set ups (the 15 and 16 str FCs could even go with a 2h staff, spear or polearm and prac bash instead of shield parry!). The current state of non-heavy combo makes these sort of set ups a bit under par in most PK, but they won't go from a damage powerhouse to literally useless with these set ups in places where they can't weave.
One of the larger problems with FCs in the current state of things is this min/max meta where FCs exclusively use full dodge with defensive, low damage weapons and never change mood out of wimpy. The FC response to things like no-channel areas is "well, I guess pk is over, my char can't do anything in there" and I find that quite problematic.
Feneon wrote: ↑Tue May 28, 2024 5:29 pm
Also like the great mound being mountable and having a lot of LS support, but think it doesn't get much use because of how choky it's layout is. Unsure if there is any reason to give more mob support in that area to LS though. Otherwise, feel like stedding is overall good right now.
LS support in sted is in a very good place. There are duo trees, triple trees, wolves, and solo ogier for 1v1/2v2, and there are two fall back areas (ogier ghost mound & Treesinger) that can very quickly reverse the tide of combat due to the chokiness and are better suited for LS to hold up against slightly to somewhat higher numbers.
For DS, the support tends to be fine for 1v1/2v2, but very much falls short when LS outnumber with non-channeler characters. The one strong patty, that also chases a bit, is in the tunnels and tends to be a bit too powerful for 1v1 situations. the supremely chokey area down there makes most folks think twice about even bothering with it as you will likely die due to how chokey it is down there and the patty doesn't circle to the room with the door. The fade/dhound patty is an interesting one, a good fall back if you get hit while doing deranged in a 1v1... but it's largely not used and a touch weaker than the house/brokengate patties that have other smaller support around and also not trapping you in an area that can get you doored in. The two rammies are 90% going to die to the gnarled ogiers, but those ogiers aggro LS and DS which makes that area a headache to really try to use even when the situation is right.
Feneon wrote: ↑Tue May 28, 2024 5:29 pm
Thoughts:
1. Remove brokengate only.
2. Move rottendoor from that room to 1w 2s and have a random door chance at the bottom of the area.
3. Make the second patrol upstairs rideable so that DS can bounce between two relatively strong patties while trying to take advantage of mobs.
4. Do nothing.
I think it is fun when changes happen because it changes dynamics and can improve the ability for PK to continue. This is likely because I can make the changes. Those changes are often not enjoyable to people experiencing them.
Any thoughts?
I recommend moving brokengate to 1s of the patty (covering west entrance) and the removal of the search door 1e in that room. That cheeky door in a 1-exit room is a large hinderance to pk when LS has the advantage, and makes LS much less inclined to go for a "we'll hit them a bit and get low then we fight in the open area when hps on both sides are a bit more fair" move in even numbers when they have the advantage.
I would also move the house across the street, from an east entrance to a west entrance from 2s of the brokengate patty, to make the d-line from the 4-dir room to pass the patty a bit trickier for dismounted humans.
I only bother with the house when I'm in a combo set up, as leaving the house is a nice choke with a 2/3s chance of making you have to walk back into the choke. The wandering mobs make it usable in a 1v1, but otherwise the house is closer to a DT than a help if pk is more than 1v1 as you have much fewer options to escape compared to the brokengate patty.
The last thing I would recommend is making the area 3s of the brokengate patty with the well a bit larger, and move the big patty from the tunnels there, with an area for him to chase in -- similar to the FD officer on the SE part of doggate zone.
One of the main challenges with stedding is that if LS has FCs, and LS is winning sted....DS's fall back is the cityhead. It's like going from dusty sergeants to agelmar, with nothing in between. This would give a stronger patty of support, and give DS more options than to abandon ship to run and hide inside RK or Akkad/TKD. Something more than a 3-mob patty, though not quite a commie/kajin.