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#11
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Guards here really don't resist a damn thing especially by comparison here. I'll hit Oggok next, great idea.
I use live because these mobs haven't changed and I'm using a classic spell line. This needs fixing [You must be logged in to view images. Log in or Register.]. | ||
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#12
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u forgot guards got revamped so they stoped droping regular weapons wich sold for 10 15 pps and reduced the xp and made them harder to discourage the killing .
should be in luclin patch notes somewhere, i rememebr the complains about dark elfs and freeport militia guards aswell seru guards wich used to be 8% xp per kill and 40 70 pps per kill. | ||
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#13
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#14
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if u chek it all up every entrance city guard is super resists to everything but inside ones are not . this was done to prevent guard farmers to kill only newbies protection. and it worked , how i know? when i started people would camp kill front gate/entrance mobs for money and cash, my very first longsword did come from one of them wich a lvl 46 necro was fear kitin . and i was killed more than a bunch of times due to no guards to keep me safe in fp . | |||
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#15
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copy paste , u will notice his english is way beter than mine . is the cloest thing i can find out .
I thought most city guards were still very kill-able after the nerf? I was under the impression that only the newbie area / city gate guards got powered up in most cities, since it had become a such a big problem. I know in Steamfont it was just the two at the city gate and Watchman Dreeb (I think that's his name?) that were ridiculously strong, but the others were still mid 30s. Butcherblock definitely had a lot of dwarf guards that were great $$ and exp well after the change. I know for a fact that I camped the guards in Neriak's 3rd gate during Velious. Maybe the FP guards were special... While I didn't start playing in time to camp the FP guards myself, I can definitely see why they powered up the gate guards in all the cities (and I agree with it). Being a newbie would suck a lot more if your only source of protection starting out was being perma camped by a bunch of high levels. _________________ 70 High Elf Magician of Rodcet Nife Played June 2000 -> August 2005 Former Raid Leader of <Conviction> Fizik - 52 Necromancer on Al`Kabor (EQ Mac) | ||
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#16
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Hi just read this part from page 1:
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And Neriak guards were very, very, very easy exp. As a Gnome Necro they were a fantastic place to gain levels and dropped lots of plat/weapons which I could sell to different factioned vendors. The downside of killing guards was the faction. That was considered "balanced" to Verant for years. | |||
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#17
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#18
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The guards out in the forest were no problem. The guards at the east commons inns were slightly more resistant than other mobs their level. The guards are the WC toll both were pretty damn resistant but very killable because of the open range area to kite them. However, guards like Sergeant Slate, the high level roamers in Nektulos and in town guards were very resistant. The guards I've posted here conned green to me and roots immediately faded in most cases. I didn't say there were unkillable or immune. They were just MUCH more resistant, to such a point most people didn't bother with them. My post from here (not sure what happened before with the link):
http://web.archive.org/web/200202230....shtml?id=1108 Does match my memory. I went in search of answers and finally found them and then matched them against what was available to me (and untouched). Resisting 3 outta 4 matches exactly what I expect and my current parsing here confirms it. Given the date of the above comment, definitely not Luclin/PoP. These guards are way out of line vs what they were on live. | ||
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Last edited by Nirgon; 01-03-2014 at 01:23 PM..
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#19
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Also I remember killing Sgt Slate (and remember seeing him get killed by people) for giggles/revenge all the time. I don't understand why you're trying to get inside city guards nerfed, this makes no sense to me.[You must be logged in to view images. Log in or Register.] | |||
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#20
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May 16, 2000 10:00 am
------------------------------ ***Patch Day*** *General Changes* - Sounds have been updated for NPCs in Kunark. Your Iksar should no longer sound like humans. - Dark Elven worshipers of Solusek Ro and Bristlebane will no longer be natively KOS to the outpost in the Overthere. Take care that if you have taken actions allowing you to be judged sufficiently by your deeds, you may still find yourself KOS. - Increased the number of frightfingers in the Plane of Fear. Previously only 3 frightfingers would pop per respawn. - Several problems with the guards that were buffed up last week have been addressed. Some guards that should not have been buffed have been fixed. In addition, due to the level of the new guards, they all gained the ability to innately see-invisible. The level of those guards has been reduced so that they no longer automatically get this ability, making it a bit easier to sneak by them. - Many quests have been updated and/or fixed, both in terms of ease of completion and reward. this was the first nerf in guards, they used to be 6 mins pop, im trying to find the other patch wich mention guard uped resists and imnune to speed changes (this destroyed huntin in seru and sharvall or whatever was the name of the cats in the moon city) | ||
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