Vulak spawn

Problem with pathing,spawns etc - post here
Aruun
Posts: 576

Re: Vulak spawn

Post#11 » Tue May 18, 2010 10:10 pm

I tend to agree with Lillu on this one. Vulak has worked fine for the last year and I don't see a reason to change him. Not everyone is in fer gear, there is a progrssion to the server. Guilds trying to progress and wearing Ssra gear would probably not be happy that Vulak has an extra million hit points.

When looking at balance you have to look at more than just the top end raid geared view. There is more going on that might impact other players going through the progression. Changing Vulak like that would mean that new guilds would not be able to progress through the content.

khaliss
Posts: 357

Re: Vulak spawn

Post#12 » Tue May 18, 2010 10:40 pm

^ I know Vulak is fine as he is and I do believe that "if something ain't broken, why fix it?"... but in some cases, following a "pattern" and bringing things more "inline" are also something to consider. If I see something odd (at least in my opinion), I'd question it. It doesn't mean I'm right though (I've been wrong half the time), that's why we have a public forum to get some ideas in and voice opinions out in a constructive manner. That's what made THF the best eqemu server out there... not only does it have a great team of GMs & developers, but also a thriving community that helps shape what the server is today.

Back on topic:

Look, adding 1 million HP is just a rough estimate, 500k hp might be more realistic. Vulak is tough, but not crazy hard. Besides, by the time a guild can take Vulak, you can't expect players to be just in SSRA gear, they have to be in mostly ToV dropped or quested armor. It's the same for ST, you can't expect to kill sleeper if you aren't in half ST/NToV gear and in numbers. Besides, for a time there were plenty of flag tokens, the addition of world boss loot and attunable level 70 gear, players start off way better in raiding compared to last year... where everyone had to start in SSRA, that's not the case anymore.

My point still remains, Vulak drops are obsolete once you start killing ST named. Sleeper drops will last you up to Tier6. That is kinda odd (IMHO). Adding a type1 aug will make Vulak items last at least 1 more Tier which makes a bit more sense (at least for me). Tier2 boss drops should be slightly special too (to some degree).
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

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Tyler
Posts: 4365

Re: Vulak spawn

Post#13 » Wed May 19, 2010 7:17 am

ToV is absolutely fine.

Thanks for your input!
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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