Scalable mobs
Posted: Wed Jun 08, 2011 10:23 am
Before i post a proposal... is it possible to scale city mob toughness to the number of people who are online?
last night there was some very large group pk (by kinslayer standards), and after ls destroyed ds the remaining few were easily picked off inside keep and hold, with no place to make a stand. I spent about 1/2 an hour running from 5 lsers.
If the kinslayer pbase does get bigger (and that would be great), having scalable mob toughness in cities/patties would go a long way toward giving the losers some fallback points.
Additionally, the 5% hit/miss contributes to how quickly 'group pk' ends and the picking off of stragglers begins. I would love to see group pk last 20 mins rather than 4 -5 before people scatter and try and find a place to regroup/make a stand. When the losing group flees, having 3-4 people on them with 5% of the hits auto hitting adds up super fast.
Kinslayer is great for small group/solo pk, but large group pk tends to get skewed towards one side ridiculously fast.
last night there was some very large group pk (by kinslayer standards), and after ls destroyed ds the remaining few were easily picked off inside keep and hold, with no place to make a stand. I spent about 1/2 an hour running from 5 lsers.
If the kinslayer pbase does get bigger (and that would be great), having scalable mob toughness in cities/patties would go a long way toward giving the losers some fallback points.
Additionally, the 5% hit/miss contributes to how quickly 'group pk' ends and the picking off of stragglers begins. I would love to see group pk last 20 mins rather than 4 -5 before people scatter and try and find a place to regroup/make a stand. When the losing group flees, having 3-4 people on them with 5% of the hits auto hitting adds up super fast.
Kinslayer is great for small group/solo pk, but large group pk tends to get skewed towards one side ridiculously fast.