(07-26-2021, 11:06 PM)Milly Wrote: 1) There were two groups of 4 at the time, it wasn't a single person and a dozen monsters, and multiple 1v1s between them all.
2) It was a consensual deadly cap 3, 1v1, not a danger 1. Cap 0s are possible in your own settlement to force people to leave even if they win! That is the standard, not 2v1s.
3) The intervene that followed the capture was a 2v1, even though that's unprecedented. It gave them a much stronger opportunity to be saved.
4) There has (as far as I'm aware), never been an enforced 2v1 in the Shadowmire, and it's very rare in general. That isn't to say there haven't been, as the memory of Seth 2v1ing is still fresh. But he encouraged it and opted into it.
5) The entire scene from start to finish was roughly 6 hours or so; it wasn't something like a swift drive by.
1) Two of them were non-combatants. One of the Mirelings was a 185-ish(i forget the exact number) rpl against a 200+ rpl
2) It was only that way because they were denied the ability to 2v1 to eject the invaders - particularly Illythia, who is vastly more powerful than any of them individually.
3) That was in response to initially being denied a 2v1. They didn't actually have anyone for the 2v1 by this point as the others had left, so they basically had to improvise something.
Regardless though, defenders inside their territory should absolutely be allowed to 2v1 to repel invaders like this. Regardless of where said "settlement" is, you're entering enemy territory where their armies/hordes/whatever reside. You should expect very heavy resistance.
Else we have cases like this of super powerful enemy leaders entering enemy territory and obliterating/yoinking other enemy leaders with little they can do about it.