Another THK Thread

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Except this one Isn't about:
1) Me not being able to get through it
2) Or How much my team 'pwnzors' so I just have to take Screenshots and post it

This one is actually about the mission being nerfed.

Me, and my guild, are pretty much convinced that THK has been softened for the newbies so they can get through that outpost quicker.

Firstly, Saturday, we weren't GvG'ing so we decide on a PvE event and me and another guy needed characters through THK. So we decided to do it. We put together the fastest, noobiest team setup first and never throught we'd defend the fort with it. (2 Monks, 1 Ranger [Barrage], 1 Necro [Orders], and 4 Basic War/Mos [except I was War/mes -still basic build though]). But this thread isn't about that - Its about what we saw.

At the Fort part - we thought we had a lucky spawn. Because:
1) The Mursaat/mantle/jade groups never came in, in groups of more than 2 enemies.
2) No M/M/J groups ever came through both doors at the same time. So at any given time you were only fighting ONE 2 man group.
3) Number of Groups that came before Dorian seems greatly reduced.
4) I don't even remember seeing a Mursaat or Jade Boss in the siege of the fort.

Its like..2 enemies come in from east..kill..wait a minute (LITERALLY)..Kill the ones coming from west. Then wait like 2-3 Minutes for the next pair of groups to atack the door. Literally half the time spent defending the fort was spent dancing over the dead corpses laughing or running around doing stupid stuff like running outside and attacking them before they attacked fort.

The next day, a guild member that wasnt there said "when did they adjust thunderhead?"-he was doing it and noticed this change also and we all realized that it wasnt just a lucky occurence...

(Note: Don't say..its a guildie group of course we'll Pwn the Mission shut up (which is true), because it isn't about how my group did on the mission - its about the actual changes in the spawning during the defending of the fort).


Discuss...

Blade Rez

Blade Rez

Lion's Arch Merchant

Join Date: Jun 2005

Fairfax, VA

Shadows Of Nightmares (KoN)

W/

I noticed that this mission has been CONSIDERALY reduced. I must have done this mission about 20 times. 8 Real members, and a couple times even on ventrilo.The one time we beat it was when I called, however confessor dorian bugged and went back to his spawn instead of coming in. So, i went out and soloed him .

A couple weeks ago i did this mission with my friend since he needed help. He/me/his brother and the rest henchies beat the mission first time....... I noticed that this time only 1 mursaat boss came.

Before 2 of them came and both of them came at the same time....

Yes I've noticed this mission has been nerfed.

Sinjin

Academy Page

Join Date: Sep 2005

Mile High Club [mile]

Mo/

I think the nerf came Nov 15th 2005 (or so). It's in the Anet game updates - I'm not too sure about the date.

Defending the fort is no longer as challenging as it used to be: scrambling to meet the onslaught of mobs from both gates at the same time.

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

Yet players in THK STILL say WANT TO DO MISSION ONCE FOR ALL.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Poison Ivy
Yet players in THK STILL say WANT TO DO MISSION ONCE FOR ALL. From my experience on Saturday...An uninfused group could do the mission lol.

Pugs have to have leavers or something like that to not beat it now..

(BTW, Last time I palyed the mission, in December, It was still better at end. The november keep update was fixing some glitches)

The Real Roy Keane

The Real Roy Keane

Wilds Pathfinder

Join Date: Jan 2006

Dublin, Ireland

Yes I think I'd have to agree with you here. I completed the mission with my third PVE char the other day,and all throughout i was waiting for that final,almost irresistible wave of jade and mursaat.Instead we got what you described above: 2 enemies enetering the fort while the others politely queud up outside.

Leth

Leth

Ascalonian Squire

Join Date: Dec 2005

Seinäjoki, Finland

Wolf Pack Samurai

R/Mo

It's true, I've tried to do it many, many times with PUG, it was hard to get to a group as a ranger, but when I read this post I decided to give it a try and it was too easy!

spectral agony didnt kill anymore, etc.

Fred Kiwi

Wilds Pathfinder

Join Date: Sep 2005

[cola]

Quote:
Originally Posted by Former Ruling
2) Or How much my team 'pwnzors' so I just have to take Screenshots and post it I'm 100% certain this is aimed at me.
Carry on.

burtonk

Pre-Searing Cadet

Join Date: Jan 2006

OTA

E/N

We played on Sat, and it was still just as hard, the groups came in with the mursat, jades and a boss each time. Spectral agony was still killing people off, though the main party member was a non infused warrior, who a pain in the rimp anyway so it was good to see him die serveral times, though our monk rezed him each time. We played early on sat, so maybe they patched the game later in the day to make it easier.

Raiin Maker

Raiin Maker

Wilds Pathfinder

Join Date: Oct 2005

England

Blood On The Worlds Hands

W/

Take Hench, Still As Easy As Ever.

They Haven't Changed It, But You Can't Go Wrong With Hench.

Alisa Nesho

Ascalonian Squire

Join Date: Jan 2006

Paladins Of Malice [PoM]

W/Mo

I find it best to go with 2 or 3 ppl who know what they are doing then use the last spaces as henchies.. But it's all good.

Guillaume De Sonoma

Jungle Guide

Join Date: Apr 2005

aFk

Me/Rt

I am unhappy with the nerf I hadto work (as a W/x) to get through that mission let alone getting a group. At least it is still hard to get a group for Hell's