Espen wrote: ↑Wed Oct 27, 2021 3:12 am
I'd like to think that I typically only use damane against overwhelming numbers, or when very low.
Prior to Vannor posting this thread I yelled to him some advice on how he's giving dung pk staying healthy in a football zone for hours on end - and gave the example that while I bait to Tarendrelle (I certainly do) I typically do so at low hps. I'm not saying battered vs 1 opponent; I'm saying 1 hit from dead vs 1 opponent, crit vs 2-3 opponents, beat if theres an fc and they let me see them before I eat a bash and just..die. LS pkers who actually fight without overwhelming numbers should be able to attest to killing me regularly outside of TD.
After making these comments immediately went TD just below healthy because Vannor Cowl and Torag rocked up doing nothing but fleestabs -this was however as a very specific commentary on the pk, which I advised.
Yes
I agree and would like all channelers leashed, and channeling mobs to be removed from game; in the meantime this is the support we have.
The comments about raken don't match what I've been told, or have observed, beyond being able to fly for which there are significant issues, and the pairing of those comments with qp 'cost' of killing someone's raken I can't tell if they're deliberately as bait, or if the players are just so self entitled that they're blind to how making the comments portrays them.
The arguments for or against Lunal are pretty comprehensive - and please note I've been pking sometimes for hours every day at TD and seen one, perhaps two, instances of the damane machine gunning like it did to Geoff - in each case the entire group had engaged on the damane, and I believe it was due to this.
I would love for ice spike and fireball to be removed from channeling mobs; a double FS just isn't that scary - a double spike can kill you when you're not even batt yet.
I would also love for damane to be tied to a specific spot (or two)
Elysia - anecdotally
mobol channeling is horrible. I have multiple logs of trying to hit kandori fort with 12+ and having 3-4 people just /die/ outright to the Dreadlord going nuts with its mobol, likewise the stuff at blodfest; Restricting wandering channeling mobs (or preferably all channeling mobs) to short weaves will take the meat out of peoples arguments while leaving them deadly in the right circumstance.
What I'd really love to see is a third mob grouped on each ent (right now I try fight at the ents until opponents clear them, then backgate and frontgate, then well, depending on hps/fleelag, and then damane) - because they are /very/ weak and easy to kill right now, and the suldam to be following the ogier at well (damane is now stationary unless ogier die, but also relatively safe from just being charged/stabbed dead, and also isn't just a super simple group walks in all kill suldam to kill the damane since they'll also split to ogiers.. which given what I saw in the 'machine gun' examples to date, should also stop 'machine gunning' from happening). I'd personally also
really like Corlm to agro humans or assist seanchan or seanchan mobs, or get another officer mob inside frontgate as damane won't be able to wander there anymore.
This will give SS a stronger chance to fight outside of their support (and give LS a better chance of killing them since they'll actually fight there), it'll give paranoid and careful LS players a way to just stay /out/ of the damanes room, it'll give SS a tactical advantage with dlines while fighting in TD to help compensate for how they don't have unpredictable damage wandering around.
With reference to the water connection - it seems to match the maps pretty closely; it has a significant move cost to use; its easy to plan around; there are over 6 loads for canoes/rafts etc. within around a tic from that zone; its an outright dangerous spot to get to if you actually try to stop people in any way whatsoever, requiring to pass chokes with shitty flees.. If you're failing to capitalise on any of these, that failure is with you. Let alone with respect to if the exits are blocked inside TD its not an achievable escape route.