April n of keep changes - feedback
April n of keep changes - feedback
I just set the zone north of keep back to normal, undoing all of these changes viewtopic.php?f=3&t=10104.
This is the feedback thread for those temp changes. Did you love it? hate it? Say more!
This is the feedback thread for those temp changes. Did you love it? hate it? Say more!
Re: April n of keep changes - feedback
It might of been or good change, or indeed a bad change. But from I noticed, it was an irrelevant change that had no bearing on PK.
Re: April n of keep changes - feedback
I dislike the staticness of the monthly change patty.
For one: if this is supposed to be a fall-back point for DS when blight is overrun and DS has been forced back, then a single static patty is not going to help. Before one could use the chasing patties (there were 2, with a couple loose tree mobs and such so) to one's advantage around those zones. With the monthly change, it was basically turned into a choked down death-funnel for DS if they would try to use it against an overwhelming LS side.
For one: if this is supposed to be a fall-back point for DS when blight is overrun and DS has been forced back, then a single static patty is not going to help. Before one could use the chasing patties (there were 2, with a couple loose tree mobs and such so) to one's advantage around those zones. With the monthly change, it was basically turned into a choked down death-funnel for DS if they would try to use it against an overwhelming LS side.
Re: April n of keep changes - feedback
I agree. The chokey-ness of the changes seemed more a benefit for LS than DS, though I never saw it play out one way or another because, as Angri said, it didn't get used.Razhak wrote:With the monthly change, it was basically turned into a choked down death-funnel for DS if they would try to use it against an overwhelming LS side.
Re: April n of keep changes - feedback
If you want to make it into a fallback point for DS incase of a Blight overrun: copy paste Kajin (including stupid fast aggro and chase), make it into a multichoke area with atleast one ridable door, and put that in ;)
Re: April n of keep changes - feedback
I died there on LS a few times. Never used it as DS. I think its too chokey, and as it leads to the straight line of all west keep which is another chokey area it does not seem ideal to ever hit there as LS. Maybe make it slightly more open in the rooms just north of the all west keep area, then put a Kajin style area with single rooms in a loop (similar to Burnt/2n2e) and throw mobs in there. Doors are nice.
Re: April n of keep changes - feedback
Fewer football fields is always good.
Re: April n of keep changes - feedback
Also put something there as some incentive to hit? Like maybe - ahem - cash. A ctf might be fun too.
Re: April n of keep changes - feedback
Seriously...
Seeing as this is basically the last fallback point before Keep and/or TKD, and that the map then actually ENDS for DS, I am not really into entertaining any incentives for LS to set up camp there and farm whatever. A human CTF like on the Dark One's doorstep??
Lets not make the surroundings of the Blight any more LS friendly then it already is with Stedding/Mire/Ragan etc.
If anything needs to happen there, it is a fallback point for DS, and I am not sure we would need it to be anything else then it actually was: 2 chasing/roaming patties in a relative open zone with a couple exits/entrances
Seeing as this is basically the last fallback point before Keep and/or TKD, and that the map then actually ENDS for DS, I am not really into entertaining any incentives for LS to set up camp there and farm whatever. A human CTF like on the Dark One's doorstep??
Lets not make the surroundings of the Blight any more LS friendly then it already is with Stedding/Mire/Ragan etc.
If anything needs to happen there, it is a fallback point for DS, and I am not sure we would need it to be anything else then it actually was: 2 chasing/roaming patties in a relative open zone with a couple exits/entrances
Re: April n of keep changes - feedback
I'll explain a little bit about why I suggested these changes. First, I wanted a reliable fallback option for DS when they lose in blight. Second, I wanted that fallback option to lead to more kills - for both sides . The basic problem for me with the oakdoor patty and the patties n of keep is that it's very, very difficult for anyone to die in those open zones, regardless of which side they're on. They're zones that are easy to run in and a huge pain in the ass to chase in, which is (in my opinion) about as miserable as PK gets.
The idea of the static patty was having one reliable room in a tight area for easy regroups, and the second patty still roaming for more options. Also, chasing patties are generally terrible for the side using the patty, especially in a wide open zone where its easy to lose track of where the patty went. However annoying it is to be chased by Kajin on DS, I've died way more times on LS from Kajin chasing out of my room. It could work better to have both patties remain roaming.
I like the chokiness and do think it benefits DS, simply because DS are the ones that have the option to go four rooms further into RK if PK there looks like a deathtrap. Or, they can take the risk of keeping things going and turning the fight at a patty, getting more reinforcements to block, etc. By definition, overwhelming odds are going to remain overwhelming. No, a static fade pat won't help from two bonded pairs, but neither will RK.
I was pretty busy this month so only ended up PKing there a handful of times, and all on LS. It definitely felt tighter when I got caught in that little area by Rark and group, and the chokiness meant I had to go through more rooms to escape to the north, rather than just spamming north seven or eight times from Rotten. But I like hearing that Kryyg died there a few times.
I don't think there really needs to be incentive for LS to hit there - the incentive is killing people that remain outside!
The idea of the static patty was having one reliable room in a tight area for easy regroups, and the second patty still roaming for more options. Also, chasing patties are generally terrible for the side using the patty, especially in a wide open zone where its easy to lose track of where the patty went. However annoying it is to be chased by Kajin on DS, I've died way more times on LS from Kajin chasing out of my room. It could work better to have both patties remain roaming.
I like the chokiness and do think it benefits DS, simply because DS are the ones that have the option to go four rooms further into RK if PK there looks like a deathtrap. Or, they can take the risk of keeping things going and turning the fight at a patty, getting more reinforcements to block, etc. By definition, overwhelming odds are going to remain overwhelming. No, a static fade pat won't help from two bonded pairs, but neither will RK.
I was pretty busy this month so only ended up PKing there a handful of times, and all on LS. It definitely felt tighter when I got caught in that little area by Rark and group, and the chokiness meant I had to go through more rooms to escape to the north, rather than just spamming north seven or eight times from Rotten. But I like hearing that Kryyg died there a few times.
I don't think there really needs to be incentive for LS to hit there - the incentive is killing people that remain outside!