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View Full Version : KoS design and getting around


Guy De Alsace
04-10-2006, 03:51 AM
I'm just wondering what the design rationale is behind the decision to make many mobs see invis in KoS? Case in point, I was in sanctum with LFG up and got invited to a  Palace group in Barren Sky. I started over and had to run the gauntlet outside sanctum, big train ensues. Then to get to the right cloud station I no longer can stealth to it.Had to try and sneak by but got noticed by an ESP mob and ended up with 6 mobs on me and had to evac. It was easier to go back down to antonica, go to the direct teleporter and wait 4 minutes to get ported back up. These mobs are green and thus worth almost zero xps.All the while the group is waiting in palace patiently for me to get there.Why cant you do a quest series so you can do "Call of Barren Sky" or "Call of Bonemire" etc so you can eventually self-port to the right areas? It doesnt seem to have been done for any other reason than to make things frustrating and time consuming.I have no quarrel with see through stealth mobs in important areas and instances where stealth would really mess things around but simply getting from one island to another having been made a nightmare of aggro just seems to be cynical for the sake of being cynical. Also the more ESP mobs are around the less useful stealth is for a scout that can no longer scout.My Monk is much better at scouting since he can feign death his way through everything that can see through his Wind Walk.<div></div>

Magu
04-10-2006, 05:12 AM
There are cloud stations that as easily reached without stealth. Use one of them.I've successfully navigated most of KoS with a mid-20s alt, so it's definitely possible with simply dodging aggro.<div></div>