Exactly my point. The creatures in the prime roots just have twice as much health as their aboveground counterparts. For the rest they're identical, they don't do more damage, they don't have special abilities or anything. The double health doesn't make them anymore dangerous, it just makes the battles last longer. It's maybe twice as much effort, but not twice as much risk. You can still go by the pull-kill routine.dakhound wrote:My opinion is ... Risk=reward .............so simple
Just like with the stronger herbies. (I could bring the same RP argument against that change too by the way, legged fluffballs aren't supposed to be kicking elite kitin soldiers all over Nexus.

I don't want the roots to be pointless, but I don't want them to turn into a grinding ground. Now if the prime roots creatures really were a lot more dangerous to hunt, more intelligent, larger aggro ranges, increased social behavior, almost impossible to pull one at a time, then I would be all for a substantial experience reward for hunting them.
In fact I would consider that extremely welcome, it would give us the choice of hunting in dangerous terrain for more experience per mob but also with more deaths. No longer the fastest way to gain experience being constant pulling and killing of the same mob in the safest possible location, but contantly fighting three mobs at once while dodging patrols and getting a party wipe every ten minutes. I know what I'd choose
