Is it just me, or are the spawners breaking if a player gets too close to them while waiting for them to respawn?
I'm seeing more and more runs where the spawners are being cleared quickly enough that we have a little wait for the next one to spawn and that spawner we're waiting on simply never spawns again in that instance.
That'd explain my yesterday ANR run, when we were on a roll... Well... It was partially did by spawning only 1 and 2 pointers, so quick hit&free (but opti with theese values is simply impossible). When the second opti appeared, we rescued one T'liss and then 1min. before end of the whole ANR one T'liss spawned... That was all.
So I see 2 problems in ANR:
1) Spawning takes really long and if someone is waiting, then spawn will not happen and entire show fails...
2) Random Number Generator could use some tweaks... It should give us chance to do optionals... Atleast 1 Falchion(5pts) or 2x Ha'apax(3pts) along with the 1 and 2 pointers.
Comments
So I see 2 problems in ANR:
1) Spawning takes really long and if someone is waiting, then spawn will not happen and entire show fails...
2) Random Number Generator could use some tweaks... It should give us chance to do optionals... Atleast 1 Falchion(5pts) or 2x Ha'apax(3pts) along with the 1 and 2 pointers.
Otherwise I think it is going the right way.