Extra mobs in north PK zones?

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Pulverwise
Posts: 128
Joined: Mon Mar 23, 2015 3:04 pm

Extra mobs in north PK zones?

Post by Pulverwise » Thu Oct 06, 2016 3:52 pm

Who is the mad-god adding extra mobs to north PK places? Take the additional sergs away from campsite area of dusty you sick people! And those extra DH's at FD Fade aren't really needed either.

Small, smart placed mobs for low number PK = good.
Sergs = Bad. Bad. Bad.

Downing sergs weapons for monthly load = good.

Rig
Posts: 2245
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Extra mobs in north PK zones?

Post by Rig » Thu Oct 06, 2016 4:44 pm

I was wondering why I kept getting aggroed every gd room from 2n 2e 1n all the way around to burnt. Thought Dougan had caned some extra serges but apparently not!

Tarkon Viera
Posts: 86
Joined: Sun Mar 22, 2015 1:33 am

Re: Extra mobs in north PK zones?

Post by Tarkon Viera » Thu Oct 06, 2016 9:12 pm

while your at remove the ability to remove mobs from fade patty and stacking them all in the same rooms in blight..... really

arkaza
Posts: 191
Joined: Mon Aug 31, 2015 9:17 pm

Re: Extra mobs in north PK zones?

Post by arkaza » Fri Oct 07, 2016 7:44 am

Something is up with the mobs damage output. It's crazy. I felt its wrath.

Neveyan
Posts: 193
Joined: Thu Jun 09, 2016 1:43 pm

Re: Extra mobs in north PK zones?

Post by Neveyan » Fri Oct 07, 2016 12:08 pm

Disagree. Stuff like this keeps pk alive when heavily outnumbered.

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