by 12345 » Tue Oct 31, 2006 2:05 am
Heh, slightly.
One of the things you should remember juggle is that right now, equipment is pretty much maxxed. There's not a lot you can put in game that will make people want to run a death area without contributing to the already high eq creep.
That and as far as leaders go, there's a limit to how much they can learn and keep track of. At the moment, we're keeping track of solid vs ether, curse vs. damn, blind vs. acid, splork vs. debuff, stab vs. grip, blast vs. chop, the size of the mobs were running, regen mobs vs xp mobs, tank AC, 2.tank AC, thickness of healo, what debuffs the group has available, xp per kill, which mobs need shield/spectrals, dispels and silences, resist webs, fire/chill banes, mobs that demonbind/dispel/reflect/resonance, which areas repop while in them, which mobs summon helpers and what kind, NOFIRE, NOFROST, wandering agros, etc...
That's not to say I don't appreciate cool areas, but it's getting to the point where I need a pretty good reason to want to put in the effort to do so. The best reason I've had lately is explorer xp. When running an xp group its a fairly good idea to hit an area and then move to another simply because the drop in xp the second time through is so dramatic. Which makes me fairly unpopular with all the people trying to call pops.... but you pick your battles, ya know?
Kein Mehrheit Fur Die Mitleid -KMFDM