Got an issue with a particular spawn?

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Thorsson
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Re: Got an issue with a particular spawn?

Unread post by Thorsson »

I've pointed out about these Orc Mystics twice already. They all cast dispel.

The soothsayer is way overpowered compared to the rest of those caves, but the removal of the chiefs made them much easier. The question is what CR are they supposedly aimed at?
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Thorsson
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Re: Got an issue with a particular spawn?

Unread post by Thorsson »

I hope it's not deliberate, but the Trade Way North of Beregost is now very dangerous, with several Goblin 'Crusaders' who spam magic missiles from a great distance. As they are all separated it's almost impossible not to take significant damage unless you can sneak or go invisible - and where's the fun in that?
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freekender
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Re: Got an issue with a particular spawn?

Unread post by freekender »

Thorsson wrote:I hope it's not deliberate, but the Trade Way North of Beregost is now very dangerous, with several Goblin 'Crusaders' who spam magic missiles from a great distance. As they are all separated it's almost impossible not to take significant damage unless you can sneak or go invisible - and where's the fun in that?
I completely agree. In fact, now that area is more dangerous than the abandoned mines accesible from there (which, apart from the deeper part of them, has similar spawns). The logic would say it should be easier.
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Theodore01
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Re: Got an issue with a particular spawn?

Unread post by Theodore01 »

freekender wrote:I completely agree. In fact, now that area is more dangerous than the abandoned mines accesible from there (which, apart from the deeper part of them, has similar spawns). The logic would say it should be easier.
Yes, and the doppelganger ambush is much more dangerous, than the xvart ambush south of beregost. :o Especially as the fighting on the tradeway could alert nearby goblins.
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freekender
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Re: Got an issue with a particular spawn?

Unread post by freekender »

Theodore01 wrote:
freekender wrote:I completely agree. In fact, now that area is more dangerous than the abandoned mines accesible from there (which, apart from the deeper part of them, has similar spawns). The logic would say it should be easier.
Yes, and the doppelganger ambush is much more dangerous, than the xvart ambush south of beregost. :o Especially as the fighting on the tradeway could alert nearby goblins.
True. I forgot that point.
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Akroma666
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Re: Got an issue with a particular spawn?

Unread post by Akroma666 »

Would it be possible to turn up spawn rates in some areas? I would love to see more spawns kn grind zones.. Like gnoll cave and xvarts.

I remember when the server went wonky and spawn rates were doubled for a while.. It was awesome! I could literally grind a level or two out running around the gnoll caves. Now I have to sit and wait for them.. Eventually you run out of things to rp just sitting there talking then getting interrupted.
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Thorsson
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Re: Got an issue with a particular spawn?

Unread post by Thorsson »

Threadjack!

You should put that in a new thread, it's hardly an issue with a particular spawn.
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Akroma666
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Re: Got an issue with a particular spawn?

Unread post by Akroma666 »

Thorsson wrote:Threadjack!

You should put that in a new thread, it's hardly an issue with a particular spawn.
I mean he's working particular spawns.. I could do a new thread.. But I was wondering if it was even an option. If its a particular mob.. Then my bad..
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LISA100595
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Re: Got an issue with a particular spawn?

Unread post by LISA100595 »

Has something happened to the Yeti's ? Some of them look like they have mange or something?
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Nyeleni
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Re: Got an issue with a particular spawn?

Unread post by Nyeleni »

Seems like their hide has a different model. It looks bad.

Edit: though it's not all of them, some look like before.
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Nyeleni
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Re: Got an issue with a particular spawn?

Unread post by Nyeleni »

The helmed horrors in the Haunted House are missing the helmet. Although that might have been always like this. I personally like the ones from Durlag's tower better.
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Atlas
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Unread post by Atlas »

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Last edited by Atlas on Tue Jul 17, 2018 6:11 am, edited 1 time in total.
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LISA100595
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Re: Got an issue with a particular spawn?

Unread post by LISA100595 »

On a general note having to do with spawns....

Since we set it back to bag drops it seems they are taking a bit long to decay. Is it possible to reduce the length of time the spawns take to decay?
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Selande
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Re: Got an issue with a particular spawn?

Unread post by Selande »

I'd like to see that Boarskyr bridge ambush party changed up a bit. It's crazy-stupid-boring right now.



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Kauaiian
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Re: Got an issue with a particular spawn?

Unread post by Kauaiian »

Unsure if this is the right thread, but I noticed in the Duergar mines, the dwarves can be paralyzed via Death Attack but are supposed to be immune to paralysis. It was only the magic user and slingers that could be paralyzed. The weaponmasters, although they fail, do not get paralyzed.

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