Stedding PK
Re: Stedding PK
In response to (2), I don't think a second fade pat in the area is necessary, especially with the possibility of the two fade mobs being in the same room or in adjacent rooms (which makes it super easy for DS to chase without much risk.) Could probably do same total number of mobs outside of the stationary brokengate pat (around 10?) without a second fade. Otherwise it seems like a good combination to try out.
Re: Stedding PK
The softest change to make it a bit safer for everyone involved would be to remove the up exit, move the mobs 1d so it can then be a dline room to at least get towards the exit, still blockable but definitely safer then fleeing up and now you have 2 rooms to exit.
To make it even safer for LS, after doing the above, make a rideable room, though as its a back up for DS I think it should stay more dangerous for LS.
To make it even safer for LS, after doing the above, make a rideable room, though as its a back up for DS I think it should stay more dangerous for LS.
Re: Stedding PK
Is it being nochan not enough of a backup for DS? With too much mob support it'd become a double whammy of backup - overkil? Maybe more support near the DS party W or Ragan would be preferable to more mob support in stedding?
Re: Stedding PK
Final change in play:Kryyg wrote: ↑Thu Jun 06, 2024 6:36 pmThe softest change to make it a bit safer for everyone involved would be to remove the up exit, move the mobs 1d so it can then be a dline room to at least get towards the exit, still blockable but definitely safer then fleeing up and now you have 2 rooms to exit.
To make it even safer for LS, after doing the above, make a rideable room, though as its a back up for DS I think it should stay more dangerous for LS.
1) remove rottendoor
2) disconnect the Loft Above the Shop and move the mobs from 1d that load in there. This room is also rideable.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.
Re: Stedding PK
Where is the RP intro to these changes??? How is my immersive character arc supposed to accept this deux ex machina?
Unacceptable !
"No mobs of trollocs, not even one, will gather here," said the Borderguard officer, squinting at the Ravens in the distance.
"Look, sir!" Said one newbie, "Do you see how that rat scurries away in fear?"
Suddenly, thunder rumbled, lighting flashed and the world shook.
Everyone screamed, "The wheel, the wheel, it turns..!"
The lightning become more intense and took the form of a gateway. Out of this stepped a being bathed in iridescent blue.
"Stop, don't run! I am not radioactive," said Feneon. For it was he, foremost among all immortals who turned and churned the wheel of time.
TBC !
Unacceptable !
"No mobs of trollocs, not even one, will gather here," said the Borderguard officer, squinting at the Ravens in the distance.
"Look, sir!" Said one newbie, "Do you see how that rat scurries away in fear?"
Suddenly, thunder rumbled, lighting flashed and the world shook.
Everyone screamed, "The wheel, the wheel, it turns..!"
The lightning become more intense and took the form of a gateway. Out of this stepped a being bathed in iridescent blue.
"Stop, don't run! I am not radioactive," said Feneon. For it was he, foremost among all immortals who turned and churned the wheel of time.
TBC !
Re: Stedding PK
I need it to be well known that I did not advocate for a door removal. My soul is slightly crushed with rottendoor's removal.
Also, I thought the fade shop room was rideable, It seems no ride still?
Also, I thought the fade shop room was rideable, It seems no ride still?
Re: Stedding PK
I should have posted sooner, was away for a week and then just forgot. *facepalm*
Call me crazy, but I feel like stedding fallback point is stronger than Blight as a whole since it is more condensed and has a higher mob density as well. I counted 17 trollocs and 2 fades in an 8 room area. Arguably each fade has I believe 2? static mobs, so that means 13 wandering trolloc mobs. That's enough mobs to almost always (except for low chance) atleast 1 mob being in every single room. I don't think there is a single "safe" dline in the entire area..
Without clearing rooms prior to chasing someone to that area, that person can easily stalemate or beat a single chaser and likely survive against 2 maybe 3 if their deffence allows and they bounce around / act aggressive when opportunities present themselves, which will be often.
Blight in comparison has many more rooms, 2 patrols that are usually easy to flee away from (except in Culhock) and lesser mobs like trees that can die quickly and not destroy the general flow. I'd have to count but I think Blight as a zone has 20ish trolloc mobs and 2 fades? a few random agro mobs and some weak (but useful!) blighted trees.
Stedding patrol area in comparison is incrediby strong.. on top of the fact that it's a No Channel area. (Not something that bothers me, but important to note)
Not to be a negative nancy here, I'd like to think of a solution but the only things that come to mind are making 1w rottendoor a no mob either empty or with 1 or 2 weak blighted trees in it. So chasers can run there asap but have to contend atleast for a few rounds with some agro before being able to take a chance at hitting any other room in the area. That would also give them a possible "safe" flee or regroup point while still being surrounded. 2w rottendoor could have a fade+trolloc duo in it or 2 trolls or something that makes it not a cake walk to counter.
Another idea is to reduce the total number of mobs. Make it so the odds of every room having a mob in it at all times is less so it's more of a chance at hitting inside to finish off the DSer isn't a straight up death trap with terrible flees that it currently is.
Or! Keep the same number of mobs, but reduce the type/level of some of them? So they help break deffence but don't straight up win the fight by themselves.
I remember asking an imm once if the DS patrol inside a cave in Great Forest could be made to chase inside the cave rather than sit static 1e of the cave ent making it useless to defend against more than 1 LS and their responce made a lot of sense. They didn't want the mobs to be the ones to do all the work for the players. Well, that's currently how I feel DS mob support is setup right now. It's no longer players getting kills it's mobs.
Don't get me wrong, maybe I'm missing the bigger picture. Maybe PK is lopsided and DS really needs those numbers. I can only speak from my experience and in my experience recently, 1 DS rogue went Siffas beat and with 3 LS'ers we all got low trying to hit them Siffas and in the general area only to all end up beat-crit and he was up to wounded when we gave up and left.
Fallback points are important and I'd go so far as to ask that LS fallback points be looked into because currently the only place to fight 2-3 people without steadily lossing is inner Fal Dara. (Again, maybe I'm missing something and there's a mega awesome fallback point I don't know about) But DS fallback points shouldn't be as strong as they are right now.
Just my 2 cents.
Call me crazy, but I feel like stedding fallback point is stronger than Blight as a whole since it is more condensed and has a higher mob density as well. I counted 17 trollocs and 2 fades in an 8 room area. Arguably each fade has I believe 2? static mobs, so that means 13 wandering trolloc mobs. That's enough mobs to almost always (except for low chance) atleast 1 mob being in every single room. I don't think there is a single "safe" dline in the entire area..
Without clearing rooms prior to chasing someone to that area, that person can easily stalemate or beat a single chaser and likely survive against 2 maybe 3 if their deffence allows and they bounce around / act aggressive when opportunities present themselves, which will be often.
Blight in comparison has many more rooms, 2 patrols that are usually easy to flee away from (except in Culhock) and lesser mobs like trees that can die quickly and not destroy the general flow. I'd have to count but I think Blight as a zone has 20ish trolloc mobs and 2 fades? a few random agro mobs and some weak (but useful!) blighted trees.
Stedding patrol area in comparison is incrediby strong.. on top of the fact that it's a No Channel area. (Not something that bothers me, but important to note)
Not to be a negative nancy here, I'd like to think of a solution but the only things that come to mind are making 1w rottendoor a no mob either empty or with 1 or 2 weak blighted trees in it. So chasers can run there asap but have to contend atleast for a few rounds with some agro before being able to take a chance at hitting any other room in the area. That would also give them a possible "safe" flee or regroup point while still being surrounded. 2w rottendoor could have a fade+trolloc duo in it or 2 trolls or something that makes it not a cake walk to counter.
Another idea is to reduce the total number of mobs. Make it so the odds of every room having a mob in it at all times is less so it's more of a chance at hitting inside to finish off the DSer isn't a straight up death trap with terrible flees that it currently is.
Or! Keep the same number of mobs, but reduce the type/level of some of them? So they help break deffence but don't straight up win the fight by themselves.
I remember asking an imm once if the DS patrol inside a cave in Great Forest could be made to chase inside the cave rather than sit static 1e of the cave ent making it useless to defend against more than 1 LS and their responce made a lot of sense. They didn't want the mobs to be the ones to do all the work for the players. Well, that's currently how I feel DS mob support is setup right now. It's no longer players getting kills it's mobs.
Don't get me wrong, maybe I'm missing the bigger picture. Maybe PK is lopsided and DS really needs those numbers. I can only speak from my experience and in my experience recently, 1 DS rogue went Siffas beat and with 3 LS'ers we all got low trying to hit them Siffas and in the general area only to all end up beat-crit and he was up to wounded when we gave up and left.
Fallback points are important and I'd go so far as to ask that LS fallback points be looked into because currently the only place to fight 2-3 people without steadily lossing is inner Fal Dara. (Again, maybe I'm missing something and there's a mega awesome fallback point I don't know about) But DS fallback points shouldn't be as strong as they are right now.
Just my 2 cents.
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Re: Stedding PK

This routinely happens when someone knows how to use Dusty/Kajin effectively and, I presume like the DS rogue in question, isn't ABS. And at least with DS, flee lag is still a factor for the most part. ABSers, like most other situations, will steadily lose anything outnumbered. Just the nature of the beast, and always has been.
**
Anyways, I'm interested to see how the lack of door changes the dynamic. There's definitely more juke potential now when you flee from certain rooms. I still don't love the room 2s e of patrol being there -- I don't think the E U room (which was removed) was as much of an issue as the 4x itself.
Re: Stedding PK
I miss the double bluff mindgames of people hitting / not hitting rottendoor because AS/warder pair Might be there with the crit Tuk.
PS - remember that moment when 6-7 DS complained on discord and said they would not pk a solo weir at kajin because it was OP
PS - remember that moment when 6-7 DS complained on discord and said they would not pk a solo weir at kajin because it was OP