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Old Oct 14, 2006, 12:40 PM // 12:40   #1
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Default Spawning nerfs slipped in with green patch?

Ever since the x3 green patch me and a few guildies noticed some odd spawns.

I went 55ing outside Droks [LOL NO0B] and noticed 3 guiles on the moutain leading to the troll cave in the main pack. This pack is huge compaired to normal [old] groups. I'll post a SS later.

But then in UW me and a guildie had 2 or 3 nightmeres in a usual 1 nightmere spot.

I'm wondering if anyone else has gotten this?
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Old Oct 14, 2006, 01:05 PM // 13:05   #2
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Post a screenshot please. And thats right oljomo, my bad

Last edited by Cracko; Oct 14, 2006 at 01:17 PM // 13:17..
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Old Oct 14, 2006, 01:11 PM // 13:11   #3
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Hi

Cracko, seekign the seer brings in gnashers, not guiles.

oljomo
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Old Oct 14, 2006, 01:27 PM // 13:27   #4
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Quote:
Originally Posted by waiver
But then in UW me and a guildie had 2 or 3 nightmeres in a usual 1 nightmere spot.

I'm wondering if anyone else has gotten this?
Nm's are practically fully random, with some generalized set spawns. You can get zero or 4+ in the first room, and chamber grasp packs can spawn with or without.

Not sure about the guiles.

But for the love of god, learn to use the word nerf properly. If it's been increased, its not a nerf.
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Old Oct 14, 2006, 01:55 PM // 13:55   #5
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i was in uw 4hrs lastnight an had only 1 bad spawn. I noticed nothing new.
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Old Oct 14, 2006, 02:55 PM // 14:55   #6
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Quote:
Originally Posted by Avarre
But for the love of god, learn to use the word nerf properly. If it's been increased, its not a nerf.
Maybe he means his ease of farming has been nerfed?
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Old Oct 14, 2006, 03:16 PM // 15:16   #7
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Naah, everything is still normal.
And by the way, how would increasing the amount of nightmares be a danger to most builds? Rend has an insane casting time and most use Spellbreaker anyways.
Now Nightmares with Chillbains, that would be a bummer. :P
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Old Oct 14, 2006, 04:36 PM // 16:36   #8
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I dont know... I think they did change spawns. For instance, whils spider farming, the shaddow army near the first dryder walks down waaay farther. Also, I think they added a mob of skales in the area near the NPC in front of the cave.
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Old Oct 14, 2006, 04:38 PM // 16:38   #9
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Quote:
Originally Posted by Amity and Truth
Naah, everything is still normal.
And by the way, how would increasing the amount of nightmares be a danger to most builds? Rend has an insane casting time and most use Spellbreaker anyways.
Now Nightmares with Chillbains, that would be a bummer. :P
Come to think of it, why didn't they do that in the first place?
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Old Oct 14, 2006, 06:09 PM // 18:09   #10
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Quote:
Originally Posted by Dr Strangelove
Come to think of it, why didn't they do that in the first place?
Simply because they wanted to make it harder but not impossible to farm there.

/edit:
Skaales at the beach have allways had a fairly random spawn pattern and behavior. They're not predictable and thus, no need to change their spawns.
Also, the shadow warriors allways used to walk down quite a long path. Atleast when i was fighting the Dryder i was allways watching out for them as they sometimes hit my aggro. But that was months ago so... nope, nothing changed here as well .

Last edited by Amity and Truth; Oct 14, 2006 at 06:11 PM // 18:11..
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