The previous way of making smobs harder for rogues, was just adding more mobs, because brick = pain. But that also made them impossible for melee type characters. I'm trying something with making one step of the Mirnavaere chain no-hide, in similar vein as one step in the Patros chain. Hopefully that will slow down rogues a bit instead of them breezing through things like these. I've kept the Mirnavaere smob no-hide for now, because I want it to mostly be alive for others to hit. I also have some mobol that is intended to require both smobs being killed, e.g. no channie sniping. Not sure it works, yet. If not, I will probably have to resort to a chest load that only opens if both smobs are dead.
I'm aiming for possible, but harder in a different way than adding mobs. Rogues with mobs would have it easier by default. Maybe adjustments will be necessary, maybe I will have to rethink the approach. But hopefully deviating from the idea of adding mobs to make it harder for some classes makes it easier for other classes.
Note: Patros, Jaq and Jerad chains didn't have anything changed, except for one step in the Jerad chain, where I left a room as previously flagged. On the upside, that step is now chargeable/ zingable, whereas it wasn't before.
I saw Guildencrantz asking for help on globals yesterday, which is part of the goal: it's a multiplayer game, some people have gotten way too comfortable at single player only and it's making the game anti-social, while it's strength has always been the player connections. Some people may also need to be enticed to leave their comfort zone and instead of doing the same things they hit dozens of times, find the plethora of other stuff that has been around, and still is.
Remember, there are no more darkfriends who make asking for help risky. You can ask anyone or anything without the risk of being betrayed to the Shadow.