[bugs] Troll Coast

Discussion in 'Game Issues' started by ARCHIVED-Dielle, Oct 30, 2012.

  1. 1. Troll Coast no longer drops its specific item table.
    I've killed 500-750 of these mobs in the last 2 weeks and have not seen any of the Troll Coast weapons/armor anymore. These items normally have a ~1% chance to drop from any kill in the zone. Maybe my luck is terrible, who knows. I've also killed 10000+ of these mobs in this chunk over the years and never saw a KDQ red. A few days ago I got a KDQ red tank cloak. Has the itemization table been swapped? Did you give them a KDQ loot table and discarded the TC loot table? By TC loot table, I mean items like Ghoulbane, Amulet of Ghoulish potence, etc. More can be found here http://vanguard.xanadu-community.co...e=browse&id=539
    2. Troll Coast mobs have excessive hitpoints.
    Is this a high end dungeon with mythic loots, or an XP zone? The mobs are level 55-57, and have 5-6 dots. Their hitpoints (from a log parser), range from 700k for a 55 5dot Undead Ghoul, to 1.4 million hp for a 57 6dot Catheon Construct (which can't be mit debuffed, so it really feels more like 2 million). As a comparison to KDQ, a T2 55 ant has ~300k hitpoints, a 58 6 dot Drakeling in KDQ has ~500k hp.
    What's going on here? The mobs have 3x the hitpoints, yet drop orange items beneath PoTA/APW. Risk/reward is out of whack. Either lower their hitpoints, or beef up the loots that drop here.
    3. Cartheon Construct Roamers ruin this zone
    A Cartheon Construct can pop in any roamer spot. For reasons listed above, people prefer to kill non-constructs due to the relative difficulty of this mob. Eventually, due to selective killing, every roaming Banshee, Fighter, Soulslasher, and Ghoul, except for the statics that must pop a certain mob type, becomes a Cartheon Construct and the zone goes from being barely usable to a complete waste of time until a server/chunk down. The Risk/Reward just isn't there for constructs. I can go to SoD and kill 4 drakelings for 2-3x the xp, 4x the chance for Epic slivers, 4x the chance for an augment, and get collects for cords in the time it takes to kill 1 construct.
    Can you please just make these not pop in roamer positions, and only in a few statics? (like the Cartheon Necromancers, a similarly annoying mob)

Share This Page