Oct 14, 2006, 12:40 PM // 12:40
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#1
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Academy Page
Join Date: Jun 2006
Guild: GAS alliance [2nd rated Luxon, 17mil]
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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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Oct 14, 2006, 01:11 PM // 13:11
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#3
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Frost Gate Guardian
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Hi
Cracko, seekign the seer brings in gnashers, not guiles.
oljomo
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Oct 14, 2006, 01:27 PM // 13:27
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#4
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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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?
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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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Oct 14, 2006, 01:55 PM // 13:55
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#5
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Wilds Pathfinder
Join Date: Nov 2005
Location: Baltimore, Maryland
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i was in uw 4hrs lastnight an had only 1 bad spawn. I noticed nothing new.
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Oct 14, 2006, 02:55 PM // 14:55
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#6
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Desert Nomad
Join Date: Jun 2005
Location: RA
Guild: [ODIN]
Profession: N/Mo
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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.
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Maybe he means his ease of farming has been nerfed?
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Oct 14, 2006, 03:16 PM // 15:16
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#7
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Jungle Guide
Join Date: Jun 2006
Profession: W/N
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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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Oct 14, 2006, 04:36 PM // 16:36
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#8
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Jungle Guide
Join Date: Jan 2006
Location: California
Guild: None
Profession: Mo/N
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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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Oct 14, 2006, 04:38 PM // 16:38
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#9
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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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
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Come to think of it, why didn't they do that in the first place?
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Oct 14, 2006, 06:09 PM // 18:09
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#10
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Jungle Guide
Join Date: Jun 2006
Profession: W/N
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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?
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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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