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I was reading through Isaac's endangered monsters thread and was wondering which monsters you'd like to see moved and/or replaced?
note: be reasonable, we don't need mass boss spawns or newties spawning at HHG1
personally I'd love to see more drakes (more of the types minus the ice ones) spawning outside perion as they seem to fit there
and (possible in CWK2) a seperation of the spawns of the 4 types of cwk mobs (firebrands, windraiders, etc)
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Personally I wouldn't mind seeing the Mushmom & Mushdad in the same area; preferably Someone Elses House as the map. So I'm off on the name, then again I'm doing it before I'm heading off to bed.
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Some more higher leveled mobs weak to lightning would be nice. Gigantic Spirit Vikings are the highest at the moment, and have been for 2 years I think.
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More Hoodoo/Voodoo maps. 'Nuff said.
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More Stormbreakers and Nightghosts only maps. Mixed maps are annoying >_>
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Stereo Wrote:More Stormbreakers and Nightghosts only maps. Mixed maps are annoying >_> I guess you meant Nightshadows?
That would be great if they could have some place with a pure spawn of each. Or at least a Lower Ascent style map where they are separated. I don't mind the mixing of monsters so much as the mixing of the resistances/weaknesses they have. Makes it a real pain for paladins/mages.
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I think nightghosts drop a thief shield. Personally I wouldn't mind having a map with massive NightShadow spawns xD Then again, I wouldn't really use it much =/
Two paps at once per encounter pl0x >_> 4x pap a day!
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Yes, we need pure spawn maps in CWK!!
I like the big map that is mostly firebrands and nightshadows, but a mobby map of just nightshadows would be so awesome 
More Taurospears!! (Spawn rate is too low)
A few more himes maps
A few more WS maps
Also, a couple of individual monsters I want gone.
The CG that spawn's on the step in CWK. He's mean to me 
The stupid goby house that spawns on the right of the highest platform (It's dangerous with aqua DC glitch, especially for mages. Not fair on priest  )
Double pap would be annoying for lower levels, like me
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Cavern of Valor (last cave before CGs, at Upper Ascent) has a decent spawn of Nightshadows and Stormbreakers. A lot of annoying Windraiders, too, but it hasn't been too bad. Getting good exp there at level 88 as well.
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All bomb monsters removed. >_>
Really, I'd like to see every monster have at least one pure-spawn map. It's especially bad in Magatia because things like Reinforced Iron (and Mithril) Mutae are on mixed maps, and that's the only map they spawn on. Triple Rumo only spawns on one map, mixed, and the same with Cube Slime. Magatia more or less consists of a few extremely common monsters on several maps with a variety of rare monsters mixed in. :/ Makes monster book cards tough for those monsters.
Dark Jr. Yeti is another one, Lycans as well.
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Well, we need more maps (preferably mini-dungeons) for all the popular mobs, from Straw Target Dummies through Hoodoos/Voodoos and Wolf Spiders to Himes and Newties, etc.
Need a hidden street for Jr. Seals, or at least a bigger spawn in the two maps they do exist in.
As for monsters that seem out-of-place where they are:
- I agree with KMS that Mushmom's House should be guarded by mushrooms, not iron hogs. The iron hogs shouldn't have been sent to Perion, though. I think they belong in a new map off Pig Beach or the Rainforest East of Henesys.
- Green Mushrooms just don't belong in the arid Perion area. Take them out. Snails of all colors too, when you think about it.
- Octopuses. What are those things, Jr. Mateons? What have they got to do with Kerning?
I know they're a favorite training spot. It might make a bit more sense if their hidden streets were moved to the sewer instead of the top of girders.
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Orit Wrote:- Octopuses. What are those things, Jr. Mateons? What have they got to do with Kerning?
I know they're a favorite training spot. It might make a bit more sense if their hidden streets were moved to the sewer instead of the top of girders.
They're invading aliens. Kerning City is a city. It's kind of a movie/pop culture thing, though it is a bit of a stretch.
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IsaacGS Wrote:All bomb monsters removed. >_>
Nuuu moar high lvl bomb monsters!! *brandishes BanHammer*
In more seriousness, I don't think any of that will happen xD
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Anyone else thinking the zombie maps to be fixed back to their original glory?
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Beserker101 Wrote:Anyone else thinking the zombie maps to be fixed back to their original glory?
Me! It would make it MUCH easier to train with a brawler >.>
Easier training in general instead of the stupid ropes and ladders.
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I'd like to see more maps made into trainable maps in general, like the L forests and maps in between towns in Vic, like 20% of Vic's maps are used on a regular basis, so much of Victoria island is neglected, remove the Taxi, then we'll see how people feel >
Edit: Also I'd like to see florina beach redone, its a ghost town now, used to be pretty popular =\
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Beserker101 Wrote:Anyone else thinking the zombie maps to be fixed back to their original glory?
I wouldn't mind it if they kept the timers but returned the single spawn level maps of the originals, then again who even trains there anymore even to a point of needing the timers...
but yes I'd love for the old maps with great spawn to return cause it not only a nostalgic place but great training for my new hermit and great money for my priest
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I want the Skelegon map flattened. Yes, flattened.
As for something that would actually affect me, how about a room with a mass spawn of Jr Boogies. That would be fun.
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^ No on the flat skele. It would bring too many hackers.
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Do they even care? I see tons of hackers at Spirit Vikings, they just teleport from platform to platform, using a vac on all of them that keeps the monsters at the same spot.
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