I loathe dodge and the fact that I have to be dodge to function has actively made me play less for years. I don't think hps are the only part of the equation though, plain combo in and of itself on an uber hunter isn't great - you need a rare in order to be competitive. I was playing combo before I had 315 hps too, so it's not just that.Kitiara wrote: ↑Wed May 29, 2024 5:53 pmIf the MUD wants to see FCs not go full dodge then we need to readdress/adjust 280 max hps. I hate dodge, I would love to go back to combo... but as it stands now even with 243+ DB i still get bashed constantly and go from healthy to batt or beat... and thats not even on DS mobs, that is just 2 or sometimes 1 Trolloc and/or fade. Lowering that db even further to wear combo... and maybe being able to eat 2 bashes that land even more often instead of 1... yea doesn't make sense. Maybe it does for the elite Channies in pk, but not for us normies.
This becomes an even bigger issue if/when the proposed Armor weave changes land.
Stedding PK
Re: Stedding PK
Re: Stedding PK
My suggestion based on what I believe is the worst part of the area (getting s flee from rottendoor).
add a one way down exit with door from 2s rottendoor that leads to the tunnels (the channel allowed place below the stedding with decent mob support and more DS support and dismount only).
CODING: 40+ open / close of a door in a tick will break the door for the next 2 tics, doesn't work on doors called gate.
add a one way down exit with door from 2s rottendoor that leads to the tunnels (the channel allowed place below the stedding with decent mob support and more DS support and dismount only).
CODING: 40+ open / close of a door in a tick will break the door for the next 2 tics, doesn't work on doors called gate.
Re: Stedding PK
I appreciate the feedback. At this point, as mentioned, I do like the layout, however I can see why the shop and the loft aren't in use much. Moving them, though, would lead to a lot more DS mobs being on the central walkway.
I'm leaning toward:
1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.
I like the idea of the shop eventually becoming a connection to the tunnels as they are pretty unused, but right now I'm here. I think this would provide better dlines for the area, while allowing brokengate to still break flees when used correctly. Letting mobs roam further to the west will allow gradual killing of support in the area as well.
It's a slight adjustment. I'm open to moving rottendoor 2s as well. A door in that area is nice to take advantage of on both sides, but the one exit room provides a lot of dline choices. In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.
I'm leaning toward:
1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.
I like the idea of the shop eventually becoming a connection to the tunnels as they are pretty unused, but right now I'm here. I think this would provide better dlines for the area, while allowing brokengate to still break flees when used correctly. Letting mobs roam further to the west will allow gradual killing of support in the area as well.
It's a slight adjustment. I'm open to moving rottendoor 2s as well. A door in that area is nice to take advantage of on both sides, but the one exit room provides a lot of dline choices. In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.
Re: Stedding PK
Bring back the sometimes loading warder pair! That was such a cute dynamic.
And has a lot of wotmud history
As others have said, love the imm approach to these things. Also I want to hear what Eol thinks.
And has a lot of wotmud history
As others have said, love the imm approach to these things. Also I want to hear what Eol thinks.
Re: Stedding PK
I would highly recommend NOT to put a tunnels entrance in the stedding or by the stedding patty. That would tremendously favor dark side in their ability to escape and bring in numbers that would make it over the top. LS would be at an extreme disadvantage trying to chase or keep pace with any that would go through that exit except for a few players meant to be dismounted on LS.
Re: Stedding PK
Agree.Nevaeh wrote: ↑Wed Jun 05, 2024 3:13 pmI would highly recommend NOT to put a tunnels entrance in the stedding or by the stedding patty. That would tremendously favor dark side in their ability to escape and bring in numbers that would make it over the top. LS would be at an extreme disadvantage trying to chase or keep pace with any that would go through that exit except for a few players meant to be dismounted on LS.
I think it’s still new and change is not needed yet. I need to die a bit more there before I can see major issues with it. The rooms south of rotten door are mostly dangerous when mounted especially and I usually immediately dismount if I’m trying to get away. I would say - as of now- there is a slight advantage to DS which is the purpose of the area. To turn the tides a bit. But I play a fade, am almost always low and crit, and enjoy the dark room of fade patrol. Let it marinate some more.
Re: Stedding PK
The last thing an area with 4 exits needs is a 5th one.
Re: Stedding PK
to reiterate, not thinking of doing that now. The only suggestions I've put up are these:
1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.
In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.
1) remove rottendoor
2) disconnect the Craftman's Shop and move the mobs from the interior to the exterior that load in there.
3) remove the no-mob from 1e of trees, but leave the no-mob at trees.
In the interim I've just continued with the do nothing suggestion and am open to more feedback on why the above is a bad idea.