spartaxoxo wrote: »It's a shame that they put the boxes into the bosses instead of the chests. Out of the 68 times I have killed a Dolmen, I got the box 66 times. But those two times that I didn't get a box and nothing from the chest because I didn't get the style page either definitely made the already tedious grind feel way worse.
Arizona_Steve wrote: »Geysers are crazy right now. I think there must've been 30 people there, at least two full groups going. I was only getting the boxes 50% of the time.
The system is fine as it is. No need for changing the rules and trivializing the game further.
If there are too many players around we need more instances/shards of that specific zone, because it is already overcrowded.
What are you even talking about? "Trivializing the game". Yeah right. This is about the loot eligibility for event content. Nobody wants dolmens to be nerfed lol.
Suppose the 3% thing is correct, considering there are plenty of people precasting their destruction staff ultimates to essentially oneshot the boss, even if theoretically 33 people could all contribute to dealing 3% of its max HP as damage, if the top players overshoot those 3% significantly (and they do) that's a lot less than 33 people getting loot. But what if there are more than 33 people around because there is an event going on?
Why is this system perfectly capable of giving chest loot to all these players but unable to give gift boxes to 34 players as well?
Considering more shards and instances are also going to cost the developers money, because that involves a hardware solution as far as I understand it, and since this issue only pops up for temporary event content, go and convince them that this needs to be done. You won't get far with that, I promise you.
Putting the gift boxes in the chest is the easiest solution by far, because the server can already handle the load of players. Making multiple new shards just so more people can get loot is a waste of money.
The system is fine as it is. No need for changing the rules and trivializing the game further.
If there are too many players around we need more instances/shards of that specific zone, because it is already overcrowded.
What are you even talking about? "Trivializing the game". Yeah right. This is about the loot eligibility for event content. Nobody wants dolmens to be nerfed lol.
Suppose the 3% thing is correct, considering there are plenty of people precasting their destruction staff ultimates to essentially oneshot the boss, even if theoretically 33 people could all contribute to dealing 3% of its max HP as damage, if the top players overshoot those 3% significantly (and they do) that's a lot less than 33 people getting loot. But what if there are more than 33 people around because there is an event going on?
Why is this system perfectly capable of giving chest loot to all these players but unable to give gift boxes to 34 players as well?
Considering more shards and instances are also going to cost the developers money, because that involves a hardware solution as far as I understand it, and since this issue only pops up for temporary event content, go and convince them that this needs to be done. You won't get far with that, I promise you.
Putting the gift boxes in the chest is the easiest solution by far, because the server can already handle the load of players. Making multiple new shards just so more people can get loot is a waste of money.
You seem to assume it's not intended to to prevent zerging down bosses in overland. Well, you are wrong then.
Bosses dying within seconds, as reported in this thread, are already showing clearly, that trivialization is out of hand. Spreading out the playerbase is the proper reaction, not handing out everything for nothing.
Boss loot is granted for up to 12 players ever since and will stay this way till this game is shut down in spite of entitelist's anniversary rage against the system (which is as old as the jubilee event itself).
If it were more, players would be incentivized to build larger farming groups, which is obviously not desired by zos (or the playerbase in general, as many oppose such, well, trivialization).
The bosses aren't made for 33 people, so there isn't loot for 33 people. It's as easy as that.
Players are left with 2 options now:
1) Move on to less crowded parts of the world.
2) Learn to do damage.
chessalavakia_ESO wrote: »Put ground damage over time skills on the spot where the npc spawns that way you don't need to actually target the npc for damage to get done.
Personally, I'm using my Necromancer for doing them.
Necrotic Potency provides enough ult from all the dead npcs so that getting ult for each time isn't that hard. Colossus doesn't need a target and hits multiple times so if you get close on timing one of them should hit.
Ground dots hit only once every second (or every other, if you’re using Ritual) and do notoriously low damage, especially without group buffs. They are a good way to get tags for the chest/shell trove but are not reliable for bosses.
In Alik’r you have bosses dying so fast they do not stay on the ground long enough for a ground dot to tick. For some bosses their health bar never even showed up. I saw this repeatedly yesterday.
Menta Na died in under a second. To get credit on that boss you’d have to have done 7.4k damage in that time and have been within the cap of players who get loot.
Using jabs (a non-targeted spammable) I got over 7.4k in but didn’t get loot. Fortunately I was primarily after the chest, not the boss, but it’s a case that shows the futility of trying to go for boss loot when the incursion is over-crowded. The only solution for those wanting boss loot is to go elsewhere.
The system is fine as it is. No need for changing the rules and trivializing the game further.
If there are too many players around we need more instances/shards of that specific zone, because it is already overcrowded.
What are you even talking about? "Trivializing the game". Yeah right. This is about the loot eligibility for event content. Nobody wants dolmens to be nerfed lol.
Suppose the 3% thing is correct, considering there are plenty of people precasting their destruction staff ultimates to essentially oneshot the boss, even if theoretically 33 people could all contribute to dealing 3% of its max HP as damage, if the top players overshoot those 3% significantly (and they do) that's a lot less than 33 people getting loot. But what if there are more than 33 people around because there is an event going on?
Why is this system perfectly capable of giving chest loot to all these players but unable to give gift boxes to 34 players as well?
Considering more shards and instances are also going to cost the developers money, because that involves a hardware solution as far as I understand it, and since this issue only pops up for temporary event content, go and convince them that this needs to be done. You won't get far with that, I promise you.
Putting the gift boxes in the chest is the easiest solution by far, because the server can already handle the load of players. Making multiple new shards just so more people can get loot is a waste of money.
You seem to assume it's not intended to to prevent zerging down bosses in overland. Well, you are wrong then.
Bosses dying within seconds, as reported in this thread, are already showing clearly, that trivialization is out of hand. Spreading out the playerbase is the proper reaction, not handing out everything for nothing.
Boss loot is granted for up to 12 players ever since and will stay this way till this game is shut down in spite of entitelist's anniversary rage against the system (which is as old as the jubilee event itself).
If it were more, players would be incentivized to build larger farming groups, which is obviously not desired by zos (or the playerbase in general, as many oppose such, well, trivialization).
The bosses aren't made for 33 people, so there isn't loot for 33 people. It's as easy as that.
Players are left with 2 options now:
1) Move on to less crowded parts of the world.
2) Learn to do damage.
@Braffin You couldn't be more wrong. If it's not intended for large groups to fight these bosses, then these bosses should be in instances like dungeons. That has nothing to do with "trivialization". Grouping exists precisely to trivialize even difficult encounters to allow weaker players to participate. It seems to me that you forgot that MMOs are social games and that large groups forming organically is actually supposed to be encouraged.
alternatelder wrote: »alternatelder wrote: »
They didn't need to make it clear, reward boxes have always dropped from the final boss, never from the chest.
Except for plunder skulls.
No, plunder skulls also never dropped from dolmen chest.FlopsyPrince wrote: »alternatelder wrote: »
They didn't need to make it clear, reward boxes have always dropped from the final boss, never from the chest.
I never knew that and I have 7-8+ years of active play in ESO. Sorry, but you are wrong.
They said they dropped from Dolmens, so they should, not "only if you are one of the few top 12 damage dealers there!
If you've played for that long and never knew that, then you never played the events before. There is no top 12, just do a light attack on the boss, get loot, 3% damage is all you need. This has been discussed so severely too much already.
chessalavakia_ESO wrote: »Put ground damage over time skills on the spot where the npc spawns that way you don't need to actually target the npc for damage to get done.
Personally, I'm using my Necromancer for doing them.
Necrotic Potency provides enough ult from all the dead npcs so that getting ult for each time isn't that hard. Colossus doesn't need a target and hits multiple times so if you get close on timing one of them should hit.
spartaxoxo wrote: »The loot restriction is mostly to prevent botting IMO. They used to let people make a group of 24 for overland and explicitly only changed that to increase performance.
@Ratzkifal, I don't care if you like my argument.
Fact is there are loot restrictions since beginning of this game as there are loot restrictions in every other MMO on the market to prevent overcrowded zones and trivialization of content (bosses aren't designed to die within seconds, ya know?).
Group sizes were bigger in the past, that's true. Nonetheless, even back then loot was restricted to 12 players:
https://forums.elderscrollsonline.com/en/discussion/376696/only-the-12-highest-dps-get-loot
That won't raise unless boss difficulty (and HP of course) also rise accordingly.
Would I enjoy epic battles in big groups against meaningful overland bosses? Sure I would. Eso doesn't support such encounters tho, even 12 people barely find a challenge.
That's not what's asked for in this thread tho, but for easy drops without any meaningful participation in content.
The usual FOMO-driven entitlement during event times. Disgusting tbh and a reason to overthink financial support for this game, as nothing is done against it.
ArchangelIsraphel wrote: »@Ratzkifal, I don't care if you like my argument.
Fact is there are loot restrictions since beginning of this game as there are loot restrictions in every other MMO on the market to prevent overcrowded zones and trivialization of content (bosses aren't designed to die within seconds, ya know?).
Group sizes were bigger in the past, that's true. Nonetheless, even back then loot was restricted to 12 players:
https://forums.elderscrollsonline.com/en/discussion/376696/only-the-12-highest-dps-get-loot
That won't raise unless boss difficulty (and HP of course) also rise accordingly.
Would I enjoy epic battles in big groups against meaningful overland bosses? Sure I would. Eso doesn't support such encounters tho, even 12 people barely find a challenge.
That's not what's asked for in this thread tho, but for easy drops without any meaningful participation in content.
The usual FOMO-driven entitlement during event times. Disgusting tbh and a reason to overthink financial support for this game, as nothing is done against it.
Why should anything be done against it? These people are rightfully upset concerning the conditions of obtaining these rewards. Not only do they take an inordinate amount of time to complete, but their contribution to completing certain tasks isn't even counting towards obtaining the rewards because of a broken system that should be done away with during events like these.
This is an event intended to celebrate the 10th anniversary of the game, not an opportunity to show off how well you can parse on a world boss. The event exists to celebrate the players, and to thank them for supporting the game all of this time.
It has nothing to do with entitlement. They contributed to fighting the boss, they deserve to be rewarded. Period. Their effort was part of the bosses death, as was their time.
Getting a reward during a games anniversary shouldn't have a single thing to do with being one of the "top" dps, especially when far too many people are hitting the bosses at once. It just alienates players, and doesn't make them feel appreciated at all.
Even if I didn't have trouble getting these rewards, I understand that the speed with which I got them was in no small part due to the contribution of others who ALSO deserved to be rewarded along side me. My DPS alone, though high, was not the only thing that brought down those bosses within minutes, allowing me to rapidly grind both boxes and style pages. Those with lower DPS deserved an equal chance, especially during an anniversary.
spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
FlopsyPrince wrote: »spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
You always get a hit on the boss of sufficient damage? I am skeptical.
spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
You always get a hit on the boss of sufficient damage? I am skeptical.
I was able to keep track of exactly how many pulls it took me to get the dolmen drop because of my boxes. I was able to get loot all but twice. 113 pulls, 111 boxes.
So far I got 3 boxes from the geyser bosses and missed out on it once for a total of 4 pulls from the shell. I adjusted my build after the first one and got loot the other 3 times.
FlopsyPrince wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
You always get a hit on the boss of sufficient damage? I am skeptical.
I was able to keep track of exactly how many pulls it took me to get the dolmen drop because of my boxes. I was able to get loot all but twice. 113 pulls, 111 boxes.
So far I got 3 boxes from the geyser bosses and missed out on it once for a total of 4 pulls from the shell. I adjusted my build after the first one and got loot the other 3 times.
Still high, but not always. Not meaning to push the literal part, but the few I have seen in Alik'r during the even have often not even showed as hittable by me, thus impossible to get enough damage.
spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
You always get a hit on the boss of sufficient damage? I am skeptical.
I was able to keep track of exactly how many pulls it took me to get the dolmen drop because of my boxes. I was able to get loot all but twice. 113 pulls, 111 boxes.
So far I got 3 boxes from the geyser bosses and missed out on it once for a total of 4 pulls from the shell. I adjusted my build after the first one and got loot the other 3 times.
Still high, but not always. Not meaning to push the literal part, but the few I have seen in Alik'r during the even have often not even showed as hittable by me, thus impossible to get enough damage.
Considering there was user error each time I didn't get it, not really. Not paying attention to when I should attack for the dolmens, rode up to a geyser without a certain skill for the other. Other than that, every time this far. Although I must admit to a small sample size on the geysers.
But sure, I can mess up and not get it.
Edit
I'm on PS5, so I'm not missing things because of loading
Edit
Also if you're having loading issues, just farm at a different dolmen spot. I did Auridon. Still a big crowd and stuff dies in seconds but you won't miss stuff due to lag.
FlopsyPrince wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »FlopsyPrince wrote: »spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
You always get a hit on the boss of sufficient damage? I am skeptical.
I was able to keep track of exactly how many pulls it took me to get the dolmen drop because of my boxes. I was able to get loot all but twice. 113 pulls, 111 boxes.
So far I got 3 boxes from the geyser bosses and missed out on it once for a total of 4 pulls from the shell. I adjusted my build after the first one and got loot the other 3 times.
Still high, but not always. Not meaning to push the literal part, but the few I have seen in Alik'r during the even have often not even showed as hittable by me, thus impossible to get enough damage.
Considering there was user error each time I didn't get it, not really. Not paying attention to when I should attack for the dolmens, rode up to a geyser without a certain skill for the other. Other than that, every time this far. Although I must admit to a small sample size on the geysers.
But sure, I can mess up and not get it.
Edit
I'm on PS5, so I'm not missing things because of loading
Edit
Also if you're having loading issues, just farm at a different dolmen spot. I did Auridon. Still a big crowd and stuff dies in seconds but you won't miss stuff due to lag.
I have had the final mob killed before he shows up when playing on the PS5. Perhaps you have a better connection to the servers then. Others may not see that. I have seen the mob never show up or merely "blink" green before being gone many times. Quite frustrating when trying to get in enough damage.
This is more in this event than outside it, in case you are counting those times. Then I usually see the boss mob, at least briefly. Though it is very brief even then at times.
spartaxoxo wrote: »I got loot every time and I put zero effort into it because the boss is dead so fast. Literally nobody is putting in real effort into the killing of the boss during an event. The reward is not for effort it is for time spent grinding alone.
That's nonsense and you know that.
Not because dolmen are the only way to obtain said loot, but the fastest if done in bigger groups.
I did over 60k dps on one of the geyser bosses. And still didn't get boss loot. I don't know WHAT people were running on the geyser but damn, I felt inadequate, lol
Never thought I would say Diablo IV did something better, but, Diablo IV did world bosses better. They're instanced and once 12 people are there, a new instance is created. So you never don't get loot. Revolutionary concept.
spartaxoxo wrote: »That's nonsense and you know that.
No. It is not. Bosses are dead within seconds. I put no effort more effort into consistently getting loot than the people who are not getting loot in the same fight.
And here's a video I made earlier when Flospy and I were talking show me get loot at 4/4 dolmens. I covered up my skill usage because I am not doing anything special. Literally nearly everyone can do it. The boss dies way too quickly for that. This isn't about being good at damage.
https://www.youtube.com/watch?v=htqqztyP4hgNot because dolmen are the only way to obtain said loot, but the fastest if done in bigger groups.
The dolmen are a mandatory source of the style page. That is the reason people are there. I haven't actually farmed dragons in Southern Elsweyr, but I'd bet good money that if all anyone wanted was boxes, that's where they would be farming them. Dragons have no loot cap and during the event drop just as fast. I know someone in my guild mentioned a lot of people there once. But since I haven't farmed it for myself yet, I cannot confirm if it's indeed the case that they are working the same as the other world events.
Regardless, people ARE forced to be there to get a particular drop. In the case of geysers, there is a singular zone they can pick from. ZOS purposefully and specifically directed the entire players base to a single zone to kill an enemy that cannot last against the weight of large groups.
The actual situation is that
1) ZOS directed all traffic of people who want a limited time only and unique items to fishing, geysers, dolmens, and a single zone's world bosses.
2) In the case of geysers and Vvardenfell world bosses, there is only a single location for the whole playerbase to choose from resulting in huge crowds.
3)All of the people in that crowd are putting in the same amount of effort because the content is not capable of handling crowds that large. Resulting in all enemies dying as quickly as they spawn. They don't even have time to load in for all players.
4) Despite everyone putting in the exact same effort, they are not getting the same reward. Some players don't like that.
If you do, nobody can stop you. But that hardly sounds like good event design to me.