revert some of the n pk changes?

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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 1:48 pm

Like I said I don't like the idea of channeling mobs being added. Personally I think they should all be removed, along with channelers :p But this is more for a situation when DS needs channelers. If people hit in bench they can channel to, so it nullifies it a bit. And let's be honest the fking warder pair will prolly multi bash it anyways. Couple that with a 1 exit room and could be a demise. The LS channeler to DS channeler ratio is pretty skewed. This would give another fall back instead of keep. Just a thought..

Benito
Posts: 452
Joined: Thu Apr 09, 2015 8:41 pm

Re: revert some of the n pk changes?

Post by Benito » Thu Mar 07, 2019 2:01 pm

Skadi wrote:Also, +1 to just moving ragan to the orch spot permanently
Agreed. The gap load leads to way too many standoffs, on the one hand, and deathtraps on the other.

I like the idea of Lockshear becoming trackable. One possible compromise could be leaving the Malkieri Court rooms no-track, so that there's still some shenanigans possible by running through the middle.

Stedding definitely needs a little help for DS. The tricky part is striking a balance between the weak mobs there currently and mobs strong enough that DS will simply retreat there everytime and ignore blight. I'd maybe add more blighted trees at web and the southern load by the rabid bears, as well as making the tunnels no-channel.

I also heard there were ideas floating around for minimal changes to north of Ruined Keep that could make it a reliable fall-back zone :twisted:

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

Re: revert some of the n pk changes?

Post by Monsoon » Thu Mar 07, 2019 6:28 pm

I loveeee the ways

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