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Old 06-23-2008, 05:44 AM  
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Default Re: Expansion #5: Guild Hall Land

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I want
Server: Mistmoore

gb2pvp server, kiddo.
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Old 06-23-2008, 09:45 AM  
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Default Re: Expansion #5: Guild Hall Land

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CONTESTED FUCKING DUNGEONS. Hello? Where are they? Fuck instances.
Too many people would moan they never/rarely see content/mobs, that's why shit loads is instanced.
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Old 06-23-2008, 10:23 AM  
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Default Re: Expansion #5: Guild Hall Land

Aren't Karnor Castle, Sebilis and Chardok contested dungeons ?
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Old 06-23-2008, 11:06 AM  
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Default Re: Expansion #5: Guild Hall Land

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Aren't Karnor Castle, Sebilis and Chardok contested dungeons ?
Yes, and they are always loaded with groups!
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Old 06-23-2008, 11:41 AM  
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Default Re: Expansion #5: Guild Hall Land

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Aren't Karnor Castle, Sebilis and Chardok contested dungeons ?
They also offer worse gear than Instanced Dungeons, and are horribly designed in comparison to KoS/DoF open dungeons.
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Old 06-23-2008, 11:43 AM  
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Default Re: Expansion #5: Guild Hall Land

Yeah I believe they did a good job on the ratio of instances/dungeons, they just should've put the better loot in the contested camp for an hour nameds in dungeons.
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Old 06-23-2008, 01:30 PM  
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Default Re: Expansion #5: Guild Hall Land

Why do I hate contested? 4 minute fucking respawns.

I know, whining, crybaby, whatever you want to call it.

I like instances because they are a measurable quantity. You know what you are getting into. Contested Dungeons start out easy because there are lots of groups clearing. If you go when nobody is around, then you have a tremendous amount of work to do to clear it, and by the time you clear one side of the room, the other side is respawning. Sorry, but 4 hours of a taut sphincter muscle, entirely dependent upon luck rather than strategy is not my idea of fun.


What would be cool is a sort of hybrid of instanced and contested. Each mob only agroes your group once, and then will not agro again on your group. Your group can clear and another group can clear right behind you, and you both have the same amount of work.

I have another idea. Why not vary respawns by # of players in zone? That way if you go in with a single group vs. 2x raid (ala Mistmoore Castle), it scales up. Also multiple groups would increase spawn time.


I would rather see the respawns scale up and down than them wholesale nerfing encounters to make them easier. I would be thrilled to GET to these boss encounters and learn the strategy and I don't mind that it's HARD. But just clearing the trash, the bar is set high because it was designed for 3-5 groups to be populating a zone at one time.

I've been in Kaladim twice. Never again. Fuck that fucking zone.
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Old 06-23-2008, 02:37 PM  
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Default Re: Expansion #5: Guild Hall Land

Everyone except Pinski sounds like a bunxh of whiney fucks that want everything handed to them. No one goes to KC because group exp sucks at that level, and it's nothing compared to EQ1 KC. Same with Seb, no where near the depth of EQ1's. Chardok - mainly no one knows about most of it, and doesn't care to go since they didnt make loot comparable to even coa.
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Old 06-23-2008, 02:57 PM  
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Default Re: Expansion #5: Guild Hall Land

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Everyone except Pinski sounds like a bunxh of whiney fucks that want everything handed to them. No one goes to KC because group exp sucks at that level, and it's nothing compared to EQ1 KC. Same with Seb, no where near the depth of EQ1's. Chardok - mainly no one knows about most of it, and doesn't care to go since they didnt make loot comparable to even coa.

You pretty much sound like every other whiney fuck in this thread.
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Old 06-23-2008, 04:28 PM  
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Default Re: Expansion #5: Guild Hall Land

I was praying that Sony would skip over any Odus re-creation. Every single related zone in EQ1 sucked on that continent, including the LoY crap. Bring back NToV and Kael Drakkel!
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