gukbottom bat area

Problem with pathing,spawns etc - post here
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Shin Noir
Posts: 380

gukbottom bat area

Post#1 » Wed Aug 19, 2009 2:37 am

spawns too much on dead side
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Jeido
Posts: 1265

Re: gukbottom bat area

Post#2 » Wed Aug 19, 2009 3:31 am

Yeah, it's funny but everyones noticed it, just noone ever spoke up lol. Theirs a tripple or quadruple spawn of bats right ontop of another right before the skeles in Guk. Should probly be fixed :P
Jeido, Founder of Evolution

Koeril
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Re: gukbottom bat area

Post#3 » Wed Aug 19, 2009 8:41 am

I died so many times there. They're not on faction either.
Formerly known as:
Jerant the Loremaster - Cleric
Hans Poisondirk - Rogue
<Evolution>

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Shin Noir
Posts: 380

Re: gukbottom bat area

Post#4 » Wed Aug 19, 2009 12:56 pm

I'm playing a balanced group and aggressively working the harder zones to see how well the spawning can be handled. (Balanced Group: Bard/Cleric/Warrior/Rogue/Shaman)

I can go through a lot of gukbottom without any problems, but the bat area, and the skeleton area, is like guarenteed wipe. Only time i've survived is when I pull with war and use the broken frenzy with 2h epic to do absolutely rediculous damage and slay a couple before they wipe me. (Full group of lvl 30ish).

The aggro radius of the spiders/skeletons/bats are too big to peek around the corner and do any form of crowd control with how they're bunched, and the moment you aggro those bats or skeletons... You either need to be high enough level to bear the damage (No AoE taunts for tanks yet at that level), or have an ench with AoE mez and pray it all lands (I don't..).

I'm not saying you have to change this, I'm just documenting my experience. I understand you guys want things a little challenging, it just feels kind of inconstant how the mobs go from trivial single or 3 grouped to like 5+ that just annihilate your party. Haha.
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Tyler
Posts: 4365

Re: gukbottom bat area

Post#5 » Wed Aug 19, 2009 1:05 pm

Yes , not intended really. I changed the agro radius from the bats/skeletons. The multi-spawning i need to check ingame to reduce where necessary.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: gukbottom bat area

Post#6 » Wed Aug 19, 2009 4:22 pm

when you get further into gukbottom, it starts getting a bit stagnant with mobs. You go from tons of mobs at entrance, to.. barely see them.. 1 every so often. Wish I would have ventured to the back when I was early levels. :)

Also the faction negative hits are really minor, took me forever to finally get KoS. Probably intended.
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Tyler
Posts: 4365

Re: gukbottom bat area

Post#7 » Fri Aug 21, 2009 5:15 pm

The mulitple Bat spawns should be fixed.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Tyler
Posts: 4365

Re: gukbottom bat area

Post#8 » Sat Sep 05, 2009 7:22 pm

Shin Noir wrote:when you get further into gukbottom, it starts getting a bit stagnant with mobs. You go from tons of mobs at entrance, to.. barely see them.. 1 every so often. Wish I would have ventured to the back when I was early levels. :)


I just added about 25 more trash spawns.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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