revert some of the n pk changes?

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iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: revert some of the n pk changes?

Post by iria » Wed Mar 06, 2019 5:01 pm

ah that solves that then

Monsoon
Posts: 105
Joined: Wed Apr 19, 2017 7:56 pm

Re: revert some of the n pk changes?

Post by Monsoon » Wed Mar 06, 2019 5:57 pm

Keep 4 trees well for mid range pk. Use west side/ bench area sted for low numbers :)

#makesteddinggreatagain

pathos
Posts: 90
Joined: Mon Apr 04, 2016 2:52 pm

Re: revert some of the n pk changes?

Post by pathos » Wed Mar 06, 2019 11:23 pm

Commy stationary would be great again.

Rig
Posts: 2293
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: revert some of the n pk changes?

Post by Rig » Wed Mar 06, 2019 11:30 pm

+1 to stationary commy

Skadi
Posts: 32
Joined: Sat Jul 01, 2017 1:10 pm

Re: revert some of the n pk changes?

Post by Skadi » Thu Mar 07, 2019 1:09 am

+1 to stationary commy. Not sure anyone really likes the chasing - LS can't rely on it and DS can get screwed by it.

Also +1 to 4 ancients at well. There are a lot of spots around there to move up and down in patrol strength - sted for solo mobs, lots of places for 2 ancients, and ragan if you need the full patrol. There wasn't really a good spot that filled that niche in mob strength, and it doubled as a fantastic regroup point. Now we just go back to regrouping at ragan rather than at well, which I don't think either side wants - too easily causes PK to stall.

Keep all the nohides we currently have. They're not really a problem, don't fix what ain't broke.

Especially with recent numbers - keep Kajin/Ragan the way they are. There have been a lot of times lately where having a stronger fallback point has kept PK going. The alternative is going from ragan/commy into FD when it's clear that those patrols won't do the job - again, is that something you really want?

Skadi
Posts: 32
Joined: Sat Jul 01, 2017 1:10 pm

Re: revert some of the n pk changes?

Post by Skadi » Thu Mar 07, 2019 1:12 am

Also, +1 to just moving ragan to the orch spot permanently

arak
Posts: 17
Joined: Tue Apr 28, 2015 2:50 pm

Re: revert some of the n pk changes?

Post by arak » Thu Mar 07, 2019 1:21 am

4) Seriously tone down Lockshear. It was changed to a mini-FD a while back, which doesnt make sense. Return it to its former self: roaming militiamen, without the shitton of roaming sergeants and overly buff gateguards. Perhaps keep the burly shienaran as a mini smob/patty in there
+100 to this minus burly, remove him as well. It also makes herb gathering very difficult for trolls

I also agree with Razhak's other points

Sarryn
Posts: 568
Joined: Wed Jul 01, 2015 7:30 pm

Re: revert some of the n pk changes?

Post by Sarryn » Thu Mar 07, 2019 1:54 am

Commy should be stationary. Stupid change to have him move rooms, don't think anyone likes it.

4 trees are nice, keep it. I'd honestly add another 2 set of ancients west part of orch on top of it. Low number pk/mob use is better then having to use Ragan.

LS needs downed slightly. I like that it's now a viable fallback spot, and not a DT for LS. I feel its getting more use and extending pk that otherwise would be dead. It just needs downed slightly. Down it to much and it will become irrelevant again. Anything to keep pk going is a plus.

Put a no channel blight with a strong trolloc type mob. I think this needs to happen. Personally I think channelers are the bane of this game. There just stupid really. And take little effort if you have a group to buff for you. I think this will help a bit, while not being overpowering. I'm even up for more then a strong trolloc at it, possibly ctf level Pat. Sometimes it's just pointless to pk vs a warder pair/group. This would help.

Kno roaming is fine, great change.

Add 2 ancient trees s few w of troll scout gap. This will help with the lack of wolves being killed by Kno Pat.

Make D 3s bench no channel sted.

Also consider putting a dg there. Inside bench d 3s, As much as I loathe channeling mobs...sometimes DS needs something like this. Aka when there's multiple channies or a warder pair/group.

Change blighted trees to 3 set shivs e n bench.

Change blighted trees to 3 set shivs d n w u 2n downer.

Put a ctf pat somewhere around Akkad. Possibly like 4n w n 2e 3n of elbow. Spams maybe off but you know where I mean. NE corner of the southern part near ways.

Bring back no quit refresh fades. 1 in keep 1 luggy fade and one somewhere in the Southwest like 4x

Completely remove ways, like out of game. There fking stupid. Mainly used to get out of pk quickly by DS. More deaths, less handheld BS.

Oh yeah and remove or do something about multibash. lol
Last edited by Sarryn on Thu Mar 07, 2019 3:19 am, edited 2 times in total.

Annalise
Posts: 20
Joined: Tue Nov 17, 2015 12:57 pm

Re: revert some of the n pk changes?

Post by Annalise » Thu Mar 07, 2019 1:59 am

Also +1 to stationary commie and 4 trees at well. Both were positive changes.

LS was already toned down - before it was upped it was a useless fallback position for LS and going there was basically just a DT. The only thing it was good for was ds to farm herbs and run to Ilsae. If it gets downed too much it'll be useless again. Now you can actually have an entertaining fight in there.

Kno is good, the hideable rooms are fine.

I personally really enjoyed all the extra trees around, keeps the stalemates down a bit.

Kajin and Ragan are both good toughness. Anything less and the fight will always be in FD.

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: revert some of the n pk changes?

Post by iria » Thu Mar 07, 2019 1:03 pm

Think stedding could use a slight upping in mob support for DS, it hardly ever gets used when humans have multiple channelers and DS usually just sit with patrol and go in if they lose there, instead of using the no channel zone right next to them, which is a shame. Perhaps adding a couple trees as Sarryn suggests, or add a couple stationary kno mobs d n w u n n of downer and remove the blighted trees?

Would be against adding channeling mobs in PK zones, gate defense fd/dls keep are annoying enough as it is without adding more of those instant fireballing mobs to PK zones, would think its better to add a couple stronger mobs as a fallback stedding for the times where DS is outnumbered and against a couple channelers.

The 4 trees well and the added shiverings winding were good for first fallbacks before heading to ctf/patrols, anything that keeps people from hugging strong mobs straight away is good imo.

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