a) I don't think F2P will impact PvMP for a very long time, simply because F2P players can't access the 'moors. Yes, the game may hook more players but the F2P players will likely milk the free part as long as possible before subscribing.
b) I think the creep vets will remain on their chosen characters, regardless of what the freeps think we'll do. Warg will remain a highly selected class simply due to the capability to stealth and run away fast. The loss of the CJ will reduce their soloability but I don't think it would do more than put a small dent in the population
c) I think it'll be about a week and a half to two weeks after the book is released that we'll see the freeps in the 'moors. Apparently the new area isn't tremendously big and I haven't heard of a new raid.
d) I think in F2P, we'll see the same creep/freep numbers in the 'moors as we're seeing now. Not too much more, not too much less. Once it stabilizes out like every book that is.




Wonder what the class changes mean - possibly a new class?
I'd guess this means they will be implementing new skills for each class and/or modifying the existing skills. Here are some interesting extracts from the release notes for the new book that relate to Monster Play:
"Mischief" is now usable while mounted.
“Clobber” has been changed to deliver the induction interrupt at the same time as the damage instead of on a separate attack.
New skill! “Fear Nothing” is available at Level 46. It removes up to 3 Fear effects from the Champion and adds two Fervour pips. It has a 5 minute cooldown.
Because of changes to the Disarm effect, Hedge will now give a bonus to Parry and enable Parry for a short time, even in Fervour Stance.
Guardians gain a new skill at level 44. “Ignore the Pain” removes up to 3 Wound effects from the Guardian. It has a 5 minute cooldown.
Guardian’s “Protection” and ”Shield Wall” skills are now usable while mounted.
The Hunter now has two new skills!
The skill Blindside will now interrupt an induction.
“Ancient Wisdom” is now usable while mounted.
The range at which monsters detect players has been reduced across the board to improve the playability of camps and landscape.
Monster AI has been tweaked to significantly decrease the chance of being disarmed immediately after having just been disarmed. [This damn well better be implemented for freep NPCs are well, sick to death of chain disarms in EC]
All food will now modify In-Combat Regeneration ratings instead of pulsing a heal or power restore every 30 seconds.