Pande Reactions

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Pande Reactions

Well its the first day and people are still adjusting. Seems a bit much really.

Theres not enough players to sustain (many) raidgroups at once. And everyone wants to be the leader running the show. Which is fair enough.

I dont particuarly want Pandemonium to be easier, but its still built around zerging, no HP of any of the targets has been adjusted. The 'side' paths are still a line of sight nightmare, except when things go wrong, what 50 can handle, 12 cannot. And this doesnt come from player ever. Just frigging dumb pathing in an area surrounded by mobs on all sides.

Its getting a little tedious being jumped by 10 mobs at once that are half a playfield away.

If I had supreme executive control of Pandemonium, I'd lower HP by 30%, and up damage by 30%. Id give nuking mobs a better nuke, and I'd make pinks unmezzable, UBT resistant - or more resistant if they already are. These changes all to change one challenge (endless hp bars) to another (smaller hp bars but the mobs are a pain in the ass). I'd remove about 1 in 10 of the mobs, permanently from the main path that a group takes, and 2 out of 10, from the side paths that an instance group isnt going to intentionally agro. Ever. For any reason.

Either that, or remove respawns entirely. And up their difficulty by about double, with slight reduction in HP bars.

I'd also make sure every zod always had 2 bits of loot.

So far the only thing I actually like about instanced Pandemonium is that the portal from TSS etc appears to stay up forever in the case of a wipe. That's progress.

All in all, for months upon months of work, its hard to see it. Just looks like same old Pandemonium with a new way of entering it. The same lack of balancing considerations that happened with APF, no adjustment for smaller groups.