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Loot Drops In Group Dungeons

Triumpf
Triumpf
I just finished a group dungeon and not one time did any loot drop for me. Now before you say "well you should make sure that the npc's are within 5 levels of you", I'm not here to argue the mechanics of the game as it stands. I shouldn't have to look up the dungeon quest before I do it and the math. Any character who does ANY dungeon should get drops for at least every boss. At no time was I able to loot any npc during the run. That's BS. Bethesda / Zenimax if you want to lose customers that's a good way to do it. Not that you will even read this post or respond to it. FanBoys it's your turn, speak your peace....
"One more drink & you'll be good looking" - Overheard in a Windhelm tavern
  • Stannum
    Stannum
    ✭✭✭✭
    Don't look at dungeon quest, look at group leader level before you enter the dungeon. Dungeons scale with group leader level, to prevent farming with hi lev group with low lev leader they will not get loot. It's fair enought.
  • Takuto
    Takuto
    ✭✭✭
    There is a mechanic in the game, that causes you to not get loot drops from monsters outside of your level range if a higher level does damage to it, unless you do a significant portion of the damage. This has been a significant problem on my VR7 Templar when I'm playing as main healer in VR12 vet dungeons, as the portion of damage done doesn't seem to take into account healing. On bosses with millions in health, there is no way I can damage them enough to get credit while also acting as the groups' healer.

    Eternal Destiny (PC/NA)
    Dead Wait (PC/NA Haderus AD)
  • Triumpf
    Triumpf
    NOT fair enough! Scaling / drops should be done for EACH player, NOT the leader. The way it is set up is a lazy programmer's way of doing things by considering the leader. Loot should drop for EACH player according to:

    1) Whether this is the players' first time through the particular dungeon & how many times through after 1st time
    2) Player level vs dungeon level
    3) Percentage of damage done scaled by the above 2 considerations
    4) Healers should be given a scaling variable (base damage) + amount of effective healing done
    5) (things that should be added that I can't think of right now)

    Basically as I said: EACH player should be getting drops regardless.
    "One more drink & you'll be good looking" - Overheard in a Windhelm tavern
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