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City balance

Posted: Fri Jul 13, 2012 7:48 pm
by Crunch
There's no mobs 1n stonegate, but 4 1n keepgate.


Thoughts?

Re: City balance

Posted: Fri Jul 13, 2012 7:51 pm
by Bofar
same for the mobs 1s keepgate, stonegate has none

Re: City balance

Posted: Fri Jul 13, 2012 7:53 pm
by Chase
GK has fade mobs and DL

Re: City balance

Posted: Fri Jul 13, 2012 9:43 pm
by Evilina
Like I've been saying, let's down the hell out mobs such as agelmar, murash, fade dude in hold, easar, and hammar, I don't mind DL mobs weaves as long as it's not emotes and/or him spamming weaves, fade mobs are usually solo and are not OP at all besides the poison, mobs that do emote dmg and bash in pk zones are fucking stupid!

I like patties that have different strengths thus you can use them according to your hps in pk, I dislike a pker who is a legend in their own mind running to an OP patty such as agel and murash at hurt and spamming k sucka, that mentality doesn't belong on this mud period.

If you don't wanna die then don't pk and stay south of tv (caem and such are fine for opness) but in pk zones the toughest patty should make it hard for 2 vs 1 to hit but not impossible, 3 vs 1 should eat someone alive cause it's their fault they hid behind a door like a little girl, and are hagg (didn't bother to collect even shitty vials from alchemist, didn't bother to buy a boneknit from the herbalist, etc)

Re: City balance

Posted: Fri Jul 13, 2012 10:34 pm
by Evilina
Removing doors from agel, murash, hold fade and fd keep entrance would be a step in the right direction.

Re: City balance

Posted: Sat Jul 14, 2012 7:26 pm
by Solare
Thats an awful idea, removing doors would mean that yes when im pking and it turns into a 3v1 or a 4v1 or any amount of that idea (this happens to both sides yes) that basically im dead because i decided to play the game. Having doors on certain (OP is laughable at some of these) rooms means that yes there would be risk involved with hitting said person. and if they are hagg behind a door and its a 3v1, 4v1 we have proven time and again it means squat and they can still die.

In regards to stonegate "needing mobs" 1n of it sure...And i want in fal dara the same day this happens tracking mobs as some track, poisoning mobs, a weaving mob, and more then one big patty since keep also has culvar.

Re: City balance

Posted: Sat Jul 14, 2012 9:16 pm
by Chase
Seriously lol. GK is way stronger.

DL mob in no ride area (and chokey with only 1 exit from tower), Culvar, fade mobs, tracking mobs, warrior prac, ko'bal mobs with attack
is way better than:
FD, with patties around keepgate.

The only thing that makes GK hittable/comparable are the 3 exits. However the north gate is pretty much death anyway because you'll hagg out.

Re: City balance

Posted: Sun Jul 15, 2012 5:32 am
by Evilina
Chase wrote:Seriously lol. GK is way stronger.

DL mob in no ride area (and chokey with only 1 exit from tower), Culvar, fade mobs, tracking mobs, warrior prac, ko'bal mobs with attack
is way better than:
FD, with patties around keepgate.

The only thing that makes GK hittable/comparable are the 3 exits. However the north gate is pretty much death anyway because you'll hagg out.
are you fucking retarded?

Re: City balance

Posted: Sun Jul 15, 2012 5:35 am
by Evilina
lol chase you are so fucking biased, how about fd inner keep that is all behind a door, no ride and has 2 doors one with agelmar who emote dmgs for big hps, but it's not very chokey considering there's a fucking door blocking inner keep from fd, and thank god he doesn't have a door and a patty outside his door.

man you hypocritical bitches annoy the holy fuck out of a pimp!

pimpin ain't easy, just ask Chases mom.

Re: City balance

Posted: Sun Jul 15, 2012 4:05 pm
by Chase
Murash has a door and a patty blocking it you retard. Murash also emote damages people. Please tell me what makes FD strong/stronger than GK. The only thing FD has is a patty in front and behind the keepgate door. I play DS more than you play LS, I'm not near as biased as you act like I am. Oh, and by play I mean pk in the opposing city, not farming qps from quests

And whatever bullshit persona you are trying to pull lately is just stupid. Stop

Re: City balance

Posted: Sun Jul 15, 2012 9:52 pm
by Kombat
Fd is a joke compared to gk and I played both sides. Ds more over the years. It's only gotten stronger while fd seems to just remain weak. The ng is soloable by combo where they won't get hit but in gk at the gate it eats combo or dodge. Culvar and warrior prac in gk are mean with random mobs between that track. Fd warr prac is one mob with maybe a guard or two that may wander in. Same amount of shops and hiddey holes about but gk also has a competant weaving mob in a chokey one exit area with other tracking moving mobs. Fd has a crappy not really weaving mob on a two room area with a door. Aka death for any ls dumb ego there. Both have a door leading up to their leader anfddoes have mobs on both sides. But they aren't that powerrful and if it stuck on inside there's still like twenty rooms before the leader and two footed hidden rooms behind that gate where u can regroup and turn a fight. Whereas gk is a straight shot with mobs before the leader and really nowhere to hide or regroup for ls. One door but mobs go in it as they track. So yes fd has a good spot to fall back to at innerkeepgate but keep has just as many options. It's different and its meant to be that way. Do we want every city to be identical and have typical boring similar opk everywhere? Apparently the answer is yes some of you

And evil you know I love ya but if chase is biased so are you in this. You play lsds more and he does play ls majority of the time but he also plays ds and has been in keepgate etc. Hell most of us have. With lower numbers chasing a human in there is bad news simply because the have to dismount meaning they get more defense being on foot. If u don't think you have the firepower to take them out quick obviously it may not go your way. Seen both sides win and lose in there and have been on both sides of said winning ands dying but I think both areas of gk and fd are fine as they are.

Re: City balance

Posted: Mon Jul 16, 2012 12:09 pm
by Crunch
Then remove the dreadlords weaves, stop the tracking mobs, I don't care. I spent 10 times as much time pking in Fal Dara as I do in Keep. The equal balance isn't even the problem because most pk happens around and inside Fal Dara. Humans go to keep when a solo, outnumbered, and low trolloc runs there.

Hell, even most of my 1v1's begin, stay, or end in Fal Dara. The problem lies in that there is a section of the city with one exit, and a pack of mobs inside the door. Tracking mobs are annoying, dreadlords are annoying, but a doored off single exit part of a city with a patrol on either side of the door is devastating.

I think we should remove the patrol from 1n keepgate, or put one a patrol 1n stonegate.

Re: City balance

Posted: Mon Jul 16, 2012 1:43 pm
by Chase
It sways back and forth. For a while, all we did was pk in gk. Besides, you start in FD a lot because you'll randomly show up and bash some human sitting ngate. It's not like humans won't pk elsewhere, but you just randomly hit fd

Re: City balance

Posted: Mon Jul 16, 2012 2:16 pm
by Crunch
I'm crazy, foo. I dunno, I'd just like to see the mobs taken off one side or the other of that gate. That way there's a chance to get out. Or just remove stonegate/keepgate altogether.

Or maybe even some kind of escape tunnel.