Grymm
20
Funcom have made Purge fully within the Players control. The pathing may need work by the look of it, but the new mechanic is working. Plenty of demo-streams showing what’s working and what’s not. The biggest change is that the Purge needs to be activated by the player. There are very simple ways under the new mechanic, not to have to build those bridges over water, across the mountain peaks, etc. If a player wants a purge then they need to adjust accordingly.
This is not saying that the current, still being tested, mechanic has issues. Adjustments to the new mechanic will be being made as we speak. This is fully TestLive.
Under the current mechanic, I still see players making Purge-activator baselettes near to their primary bases that do allow access and defense to the treasure room. Let’s see.
Obviously there’s a cooldown. The new Purge has the potential of being a farming mechanic. Same as some of the easier dungeons. There needs to at least some time for that treasure to be replenished, the thralls re-recruited, the battlers to have their coffee.
Adding both Purges would likely just break servers - and if so, I can only imagine the screaming, wailing, and gnashing of teeth from PvP’ers when it is weaponised on Live.