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#1
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1. Double invis 2. Monks, necros, shadowknights 3. Dying above tunnels 4. Rogues 5. Tricks (stalking probes, corpsed keys) 6. Friends; alts in convenient locations 7. Fighting back in But enough about CRs. CRs are supposed to be a small part of what a remotely-competent group does. Even if I conceded, arguendo, that CRs in HS are harder... what of the majority of the time when you aren't CRing, but actually fighting? At 60 in HS you're doing south or east. Fighting level 49-55 mobs that hit for 136-160. There's a necro here or there casting spells. Maybe half the mobs you pull can harmtouch for around 500. Resists are normal. Pulls are regularly 2-3 mobs at a time, biggest maybe 5-6 without legit training yourself. Pathing isn't bad. At 60 in SG, you get to exploit water clearing aggro (if fighting mobs from the water, anyway), though it isn't always a get-out-of-jail-free card. The typical mobs you're fighting do stuff like: buff themselves with cleric HP buffs, cast 70% haste on all mobs within range, double backstab for 800, hit for 230-280ish, resist slow after tash 3-4 times in a row (or more)... even if they are the same level as stuff in HS. The tougher mobs are like killing a higher-level vox/nagafen. Pathing sucks. Swimming can be a pain. Pulls might be single regularly, but they can be 3+ too (have fun keeping stuff rooted or even sticking mezzes). Quote:
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Last edited by Tecmos Deception; 07-03-2017 at 04:26 PM..
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#2
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If we had access to some stats I would bet SG would be the least killed dungeon. I would bet some spawn points have never been killed by players since it's inception. Inside there castle there are sometimes 7+ mobs within line of sight to eachother, and 2 or more icy servants that proc a 500 pts aoe dispel. It's completely absurd, you would need more players than it takes for some ToV dragons. And for what? Netted kelp leggings?
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#3
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People dont go to SG cus its a junk zone, not becuse its super hard or something. its damn pretty zone, but it aint no special zone thats off limits cus of difficulty. Quote:
That wont happen 100% the time in SG but it will in HS | ||||
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#4
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SG isn't empty because the loot sucks, a 150-200k best in slot drum drops there and a 70k belt drops there, Seahorse hide cloak from your list drops in Kedge. How many other zones can a small group that knows what they're doing walk out with a single item worth 150k (price was closer to 250k and was still empty) if they're lucky? Every single mob in HS can be solo'd by a 60 enchanter, that is definitely not true of SG Quote:
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#5
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#6
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Seb at twenty is upper guk, tecmos!
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#8
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Look at it like this.
take all the mechanics in SG and all the mechanics in HS, make the mobs hit for the same, make them all HT the same, make them have all the same MR resists. Which zone would be more difficult? The one that has 8 no rent keys for 99% of the zone? or the one where you can use water and dry land to expoit pathing, faction, and no keys at all? one of those zones will end catastrophic log off naked failure and the other will result in some nice chap waltzing up to your corpses, draggin them back and then u all having another go at it. HS > SG by far Just because SG is broken and designed poorly doesnt mean its a harder zone, its just a broken zone with terrible mob stats that make it a waste of anyones time, not to mention the loot is pretty shit, you aint going to be leaving there with some treasure to sell from a PUG | ||
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#9
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If you wanted to do that, Kerra Isle would be the worst. Have you ever seen that fucking zone? Imagine it full of level 50-55 rangers, shamans, clerics, wizards... with all the pathers running around with sow and blinds/roots/snares/dots/heals/slows... all fully shaman buffed? Lol. Only mitigating factor would be outdoors so harmony pulls. That'd be fun though, considering what different dungeons would play out like if you scaled their levels. Kerra or kurns at 55? Seb at 20? Haha. | |||
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Last edited by Tecmos Deception; 07-03-2017 at 05:02 PM..
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#10
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But seriously, I would say, kerra isle, if it were a level 60 dungeon, WOULD be the hardest dungeon in the game. Simply put even if you took 6 people who raid NTOV to HS that have never once leveled with eachother and said, ok here is a dungeon you have 2 days to get through it and get all the loot. I think they'd do better in SG then they would in HS, barring the fact that some loot is just not 'gettable' becuse its not group loot in SG... SG is really more of a mini raid zone, not a group zone, hs is a pug group zone, not a mini raid zone. I think they woudl discover that HS is WAY harder becuse of shit they were not excpecting... RE-traversing each wing realizing they need keys they dont have, wipe, then realizing they need to retrieve there corpses naked or that the rogue is dead becuse they didnt know some biles see invis and some dont. Traps, reseting progress in EACH WING Idiots pulling 3 adds and wiping the group cus of HT's That shit doesnt happen in SG, I have never seen someone accidientaly wipe a group in SG and I have in virtually every pug in HS | |||
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Last edited by mickmoranis; 07-03-2017 at 06:42 PM..
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