Mischief and Thornblade TLP servers are now in the Planes of Power expansion and I've noticed that in many zones NPCs have the ability to summon players. Many of the same mobs are also immune to root and snare. These are not named or raid mobs, these are garden variety mobs. As a result of this, many of the zones remain unused by soloers, small groups and even full groups. Instead players gravitate to the zones and locations where mobs do not summon. It seems like such a waste when players just avoid these summoning mobs altogether and instead congregate in the same experience spots. Was this the intention of the developers? I've never understood the rationale behind this overpowered NPC ability. I noticed it first in in TLP servers in Old Sebilis (Ruins of Kunark) where named mobs had the ability to summon. Fair enough. Also, if deities and dragons can summon, I can understand that. But trash mobs? I don't get it. I can understand that boss mobs are going to have special abilities that are overpowered compared to trash mobs. With so many trash mobs that summon, the risk vs. reward equation for is all risk and little reward. Every mob ability is a puzzle/problem that a player can solve using a class ability. Some player classes can interrupt NPC spells, some can drain mana. Warriors can mitigate damage by increasing their armor class and so on. Some classes can reduce the NPCs stats so spells will land. But there is no player class that has the ability to prevent an NPC from summoning. Why is this? Here are some more issues with NPCs that can summon: --Summoning can't be silenced by player spells --Summoning can't be interrupted player physical abilities --Summoning has no warning message (i.e. there is no "Sebilite Guardian is about to summon you...) --Summoning incurs no endurance or mana cost to the NPC --Summoning is instant and does not interrupt the NPC's melee or casting using this ability (there is no penalty for summoning as there is for melee classes who can cast spells i.e. they lose melee DPS while casting) --Summoning doesn't make sense from a role-playing and lore perspective (i.e. why does a rat or snake have the ability to summon?) --Players have no way to easily identify mobs that can summon: some do and some don't --No player class (at least to my knowledge on starter TLP servers) has the ability to summon NPCs --Summoning trash mobs are more difficult and do not have a great chance of dropping rare loot nor do they offer better experience (Risk vs. reward equation is not balanced here) The only way to overcome the problem of summoning mobs is to avoid them completely and that is exactly what happens in EQ. I'm trying to understand the game design objectives of trash mobs that summon and trash mobs that have absolute immunities to movement and root abilities. When you give NPCs these OP abilities/characteristics you make classes that can root and snare situationally useless and discourage soloing and small non-conventional groups. Emergent gameplay and thinking outside the box used to be rewarded in EQ but now it seems to be discouraged. When EverQuest was first released, you often had to Tash or Malo NPCs to be able to get certain spells to land on them. That system worked very well, because it rewarded intelligent gameplay and players who took the time to learn their class. This system also encouraged class interdependency. But even this became abused by the devs who maxed out the magic resistance of guards to make them all but impossible to snare without using Tash or Malo. To this day, it is absurd that my 65 druid cannot land snare on Dragon Zytl a 28-30 NPC in the Commonlands. Game designers should always give players a way to solve obstacles and problems that are placed in front of the player. This is not the case with summoning NPCs and those that have absolute immunities. I wish the EQ devs would re-evalute the need for NPC summoning and NPC immunities and use them exclusively and far more sparingly on named mobs and boss mobs. Thanks for listening.