So instead of bumping six month old thread I decided i'd make a new one.
My suggestion/request is that the orc/goblins be made non-summoning (except the captains/orc equivalent) so kiting classes (and other classes in general) can kill here easier. This would provide a couple of benefits:
-Possibility of a kiting group (i remember one way back when in EW orcs that was ridiculous it was and how fun it was)
-Ability to farm crap solo to be able to get into Eemple of Elael (most people I know never want to go to tears in a group)
-Balancing the ability to kill in the zone between melee/healer duo and kiter (read:squishy) classes
-Would allow groups to CC by having one person grabbing agro and running around like a moron
Most of these have been mentioned in the thread i linked in the first sentence. I also see little to no downsides to this as:
-Mobs drop relatively little cash compared to other places that are much easier to farm
-I've noticed about half of the mobs are immune to snare or run at bardspeed anyways, the only way to counteract this is to pay attention really.
Ways to make it so it's not only kiters in the zone:
-Up the exp per mob some
-Make shamans and magi (plural of magus) cast more spells? This way kiters have the option to duo, but instead of tanking melee hits, they would take spell damage (which most people can take a bit better)
I've noticed that there are only TWO kinds of goblins that don't summon and those are: a yiv goblin scout, and an unstable yiv goblin. Others might summon unreliably, from the whole summon after a certain level code, which I think could just get removed so there's more option for devs to make mobs summon or not (because isn't summoning just a simple yes/no in the code?) Of these two types, I tracked a total of TWELVE from the kromtor fort, which is just a ridiculously small amount. This should show even more reason to make things not summon.
I honestly don't see making most of the stuff in tears not summon (nameds and captains being the only ones that should be able to, as they're be the most powerful.) being a bad thing. It's a generally unexplored and underused zone, and this would bring more use to the zone.
Please only constructive comments/criticism, and can a dev please read/respond to/actually do something about this?
My suggestion/request is that the orc/goblins be made non-summoning (except the captains/orc equivalent) so kiting classes (and other classes in general) can kill here easier. This would provide a couple of benefits:
-Possibility of a kiting group (i remember one way back when in EW orcs that was ridiculous it was and how fun it was)
-Ability to farm crap solo to be able to get into Eemple of Elael (most people I know never want to go to tears in a group)
-Balancing the ability to kill in the zone between melee/healer duo and kiter (read:squishy) classes
-Would allow groups to CC by having one person grabbing agro and running around like a moron
Most of these have been mentioned in the thread i linked in the first sentence. I also see little to no downsides to this as:
-Mobs drop relatively little cash compared to other places that are much easier to farm
-I've noticed about half of the mobs are immune to snare or run at bardspeed anyways, the only way to counteract this is to pay attention really.
Ways to make it so it's not only kiters in the zone:
-Up the exp per mob some
-Make shamans and magi (plural of magus) cast more spells? This way kiters have the option to duo, but instead of tanking melee hits, they would take spell damage (which most people can take a bit better)
I've noticed that there are only TWO kinds of goblins that don't summon and those are: a yiv goblin scout, and an unstable yiv goblin. Others might summon unreliably, from the whole summon after a certain level code, which I think could just get removed so there's more option for devs to make mobs summon or not (because isn't summoning just a simple yes/no in the code?) Of these two types, I tracked a total of TWELVE from the kromtor fort, which is just a ridiculously small amount. This should show even more reason to make things not summon.
I honestly don't see making most of the stuff in tears not summon (nameds and captains being the only ones that should be able to, as they're be the most powerful.) being a bad thing. It's a generally unexplored and underused zone, and this would bring more use to the zone.
Please only constructive comments/criticism, and can a dev please read/respond to/actually do something about this?
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