CoX: Hollows Redesign

By and large sounds pretty good. A bit more variety, a bit less lethality (esp. at lower levels), and a lot less running around.

I pulled every single mission door from the zone and reassigned it to a specific contact AND that contact’s neighborhood. What this means is; no longer will players have to fly across the deadly Grendel’s Gulch at Level 5 for their Frostfire mission at the other end of the zone, dodging spawns that can make mincemeat of them in a few short hits.

 

While, as Margie points out, the Temp Travel Powers have reduced the burden on this by quite a bit, the fact is a lot of players still don’t do that (either not taking or not having the opportunity to take Bank missions), so it’s still not unusual to end up waiting at a door way in the SE corner while watching half the team struggling to get across the zone.

It sounds like the changes were well done within the resource limitations available. Might make the Hollows a bit more enjoyable to run some of those new characters through …

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