ZOS_JessicaFolsom wrote: »…all mobs have a credit list limit of 12 players. If you're in a heavily populated area, it's entirely possible that credit list cap is being hit and you aren't getting credit, and conversely the related quest item drop, as often as you would in a lower-populated area.
k_8
ZOS_JessicaFolsom wrote: »…all mobs have a credit list limit of 12 players. If you're in a heavily populated area, it's entirely possible that credit list cap is being hit and you aren't getting credit, and conversely the related quest item drop, as often as you would in a lower-populated area.
Have you guys thought about what, I hope, is an unintended outcome of this policy? That is, the 12 player cap acts as a chilling effect on popular events and activities. It’s like players get punished for participating. And I thought the whole point was lotsa participation? Besides, running in a Zerg killing bosses is grand, exhilarating fun. Talk about being a bunch of killjoys. Please rethink this.
Yes! I've spent HOURS farming these. I didn't really understand how these were dropping due to confusing event instructions... I have maybe 1 item per hour of killing to show for it. Do I want one from every lootable boss (~every 4 min)? No that's a bit ridiculous and would tank their value, but at the same time... who cares? It's not like these will be coming back and the joy of being here for this "once in a lifetime" event means I should be able to stock up if I 1) do the work or 2) have the gold to spend on buying up any and every one that I see. I love the witch event because I get to stock up on weird mushrooms and, if I'm lucky, RUBY FREAKIN TORCHBUGS. This event has very little of that level of excitement for me. If I farmed for an hour though, I'd like 5 greens, 3 blues, and 2 purples. There isn't even a new gold furnishing. YES there is the achievement soul trap thing, but I have to BUY IT. I'm sure it's too late to pop something cool in there, but 6 new furnishings that I'm spending FAR TOO MUCH TIME TO GET does *not* feel like a 10-year anniversary celebration to me. Goodness, even jubilee got new banners and bells.ZOS_JessicaFolsom wrote: »While we are still investigating options, if we were able to increase the drop rate for the Writhing Wall furnishings, would that help ease some of the frustrations?
Definitely a combination of the two. Many other commenters have had good things to say, and I particularly like what @Virenic said about treasure maps. Solstice has particularly low antiquity RNG from maps and myself and many of my friends do not have *most* of the furnishings in triplicate yet- despite having opened MANY (expensive) maps. We should have gotten maps. And while selfishly, I like the prices of Solstice blueprints to remain high as I make money farming urns in BLT... there is a new zone coming and the mid-year event almost always makes it so I am flooded with new blueprints that I can now happily learn myself. Not this year. I'm not sure if I'm happy that I will maybe still make ok money on urn farmed purples... or if I'm sad that I don't actually feel I can learn any of them myself. I also think that the haj mota pet should, rarely, drop as a full runebox item, UNBOUND, much like the New Life pets do. SURE it means their value is reduced, on the whole, but isn't this event supposed to be a celebration? It feels utterly stingy. Do you even like us? It doesn't feel like you like usZOS_JessicaFolsom wrote: »For the rewards coffers, is the low drop rate for the more desirable items the biggest frustration, or are the items contained in the coffers not what you'd like to see? Or is it a combination of those two?
L post. 20-25% chance without any boosts is very high, the chance is typically 10% for regular direct damage abilities. This one also hits potentially 4 times in a single cast. You'd see twice as many by using a lightning staff frontbar, and way more by using charged.
hoangdz
JeroenB
So you have a system that means it doesn't matter if the DD outputs 150k dps, and another DD in the same group is deemed as insufficient if they are only outputting 100k dps, and worthless if they are outputting 75k dps (on pure parse).
The thing is, the boss fight, designed around a trifecta, has to be completed withing a certain number of minutes - lets say 5 minutes for this example. A group with 8 DDs outputting 150k dps each get the boss down in 2 minutes. So why is the 75k dps deemed worthless? It's enough to do the fight in the required time. That designation is a player choice based on the group then having to contend with mechs - the actual challenge in a fight (shocking I know).
There are several ways to counter that problem. ZOS could dispense with WD/SD and move to a purely % of max health for damage and healing system, which would flatten out the disparity. They could introduce some form of threat mechanic requiring DDs to self-throttle. Or (and my personal favourite) they could make the existing mechanics mandatory - meaning no matter how quickly you kill that boss, at each % of health that normally triggers a mech, a mech is triggered and not skipped over, and adjusting the time based mechs to become a x seconds or y health trigger.
They have attempted something similar in the past with having bosses go invulnerble, or require certain conditions to be met (LC - mirrors) but these have been sporadic. There are also some bosses (DSR - Twins on HM) where too much damage can vastly increase the risk of death or wipe. Having the mechs play out, and in-some instances making two or more play out at the same time, would force DDs to self-throttle, that 150k output would have to be reduced down to 100k or the risk of death/wipe would be too high.
I'd very much like to see more of these in game. It would mean having to do mechs, it would mean power creep (at least in Dungeons and Trials - Overland needs the CP scaling cap increased and the local player count forumla adjusting better but that will never be perfect) is brought under control. It would make for more interesting fights, and it would stop the trivialization of older content.
ZOS's answer to power creep has been "GivE bOSs MoRe heaLTh!". It doesn't work. Making the bosses DO their attacks and mechs would address it. All the way? Probably not, but it would take a large chunk out of it, and if done right would very much limit the problem, as well as several others with that one change.
Hell, if they want to be really nasty about it they could introduce an enrage mechanic wherein if the boss loses x% of health in y Seconds they go nuts - Occam's Razor and all that. I mean think about how mad you get when a player hits you and you suddenly lose 50% of your health.