Posted 12 February 2020 - 06:24 AM
Posted 12 February 2020 - 09:34 AM
Posted 12 February 2020 - 09:56 AM
Posted 13 February 2020 - 12:57 AM
It isn't about how often they spawn, its the practical approach on how players can even defeat them single combat. MCW GIWS lasts around 20 - 25 minutes full spawn, that means a player has to gear, find their healer, let the healer gear, go and kill, and try not to die as that adds another ~3 mins each death... It seems impractical and rather LAZY to keep these in simply because 'you' don't want to remove them as it is seeming... As for the GIWS in Alroth, if we are making changes to GIWS in general. Why not start with the determining of monsters and where they spawn in. As they are now is still Radu. Do we really want to keep the highest native monster in game invading on the most travelled newbie maps? I think not.
Posted 13 February 2020 - 04:33 AM
Posted 13 February 2020 - 07:15 AM
Just gonna bold that here..
The thing is. is they will poof EVERY TIME. Why keep their useless code in.
Posted 13 February 2020 - 07:42 AM
Posted 16 February 2020 - 05:00 AM
Posted 20 February 2020 - 05:47 AM
Dangerous is still manageable. Most GIWS mobs are doable by 65 a/d, MCW? No. And no mage will go for them as thweir gc is trash, and the exp isn't worth it. Just because a mixer chooses to be weak in combat, doesn't mean there should be certain detriment to those of us that just fight. Last I checked, your loss if you die to giws is max a LP, a fighter loses more. You need to weight all factors and not just based on 'danger'.
Posted 20 February 2020 - 05:00 PM
Also tagged with one or more of these keywords: inva, giws
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