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Think this needs a re-look zos

  • eliisra
    eliisra
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    OK I think there might be more to it than we are thinking because my friend hit Molag with 1 heavy attack and got loot when there were 45+ guys.

    Definitely more to it with Molag Bal or middle Sewer event. I've completed it with 9 players and no one in the group got any loot. Think there's some extra layer of rng added to that one as well.
    Sithisvoid wrote: »
    Don't run in groups larger than 12?

    Ideally yes, that solves a lot. I wont heal IC groups bigger than 12 myself. But you often get this trail of 3-5 random players following your group around(you also encounter and compete with other groups coming to the same spot).

    Tanks and healers are always punished to some degree, regardless of the group size. Because you cant control what allies outside the group are doing or going.
  • Tre_775
    Tre_775
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    Tankqull wrote: »
    Tre_775 wrote: »
    shugg wrote: »
    So im on ps4 waiting for imp city and i play a tank pve do some pvp.

    Have i read this right that when fighting mobs you will only get TL stones if you are in the top 12 people for damage on that mob/boss, if so how will healers and tanks get any stones from large groups. I know some healers can dps as its still using similar recources but as a main tank focus i feel that im missing out as my attribute points are focused on mitigation.

    If im right, is this an actual issue or just me?

    I'm not sure where you read this. There's nothing about this at all in PC/Mac Patch Notes v2.1.4. You do realize that a lot of players tend to drastically misunderstand game mechanics or even pull their information out of their assets just so they can sound like they know what they're talking about? Take it all with a grain of salt.

    he is actually correct. 12 players is the cap of equal loot/exp distribution between contesters on a mob. if more than 12 players are involved into a fight with a mobs the loot/exp will be distributed to the 12 most contributing players where 1point of dmg =1 point of healed HP = 1 point of mitigated dmg but due to the fact that mobs attacked by multiple plyers die rather quickly DD´s will be most likly count as those 12 highest contributors.

    As I understand it this system applies to exp distribution in groups but not to Tel Var Stones. I've been trying to find an official statement with a detailed explaination on this and have come up empty handed so far (no pun intended) except for the following from Imperial City Guide: Tel Var Stones:

    Any Tel Var Stones you might get are distributed evenly among all who took part in the battle. For example, if your group of four manages to kill a boss monster in the sewers that had 500 stones, each of you will get 125 Tel Var Stones—an even split of the spoils. If you kill the same boss with six players, four of you will receive 83 stones and two will get 84 stones. It's completely random who will get the smaller share.

    Of course, this isn't specifically addressing groups of greater than 12 or mobs that carry small amounts of stones like Scamps. There is also the gain multiplier, which will cause individual earnings to vary greatly, to take into consideration:

    If you kill a boss monster worth 500 Tel Var Stones with a group of four friends, and you are already carrying 4,000 stones, while your friends have 600, 100, and 10 respectively, you will earn 375 stones, while your friends will get 250, 250, and 125.

    "He was already insane before he left Tamriel. Mad as a box of frogs..."
    - Lyris Titanborn in reference to Sir Cadwell
  • shugg
    shugg
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    The cap of 12 was mentioned on eso twitch
    Edited by shugg on September 10, 2015 4:05PM
  • Personofsecrets
    Personofsecrets
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    Tankqull wrote: »
    Tankqull wrote: »
    MrGrimey wrote: »
    People already planning the Zerg fest... So much for the small scale pvp that ic was supposed to offer... Leave it to the community to ruin things

    well ic is entirely doable with 4man groups and with ease in a 6 man group. everything more are lazy players demanding the zerg for safety.
    so there nothing ZOS needs to interfere its all on the players side. its actually a mechanic to reduce zerging in ic as tanks and healers are the first leaving the zerg because of not gaining anything (no gold, no AP - players are worth nothing down there, and no TV) leaving the zerg supportless and thus easily crushable by smaller forces.

    It's a mechanic to reduce zerging, but disproportionately affects tanks.

    Nobody cares about what can technically be done. There are plenty of reasons to zerg or not to zerg and all of those reasons doesn't make what should be done a clear cut choice.

    If your opinion is that content can be 4-manned, then be my guest and 4-man the sewers, but the reality of the sewers is that tanks will join large groups and will face the consequence of tanking that is not getting loot, and that is regardless of your narrow opinion about how players should be acting.

    This issue is just another one of the things that makes tanking not fun, but what do we get to make tanking better? A stinking nerf...

    well its your choice. spout about being useles as a tank or grap 3dds with off heal capabilities and be able to do every boss in IC easily and get 10x more TV than a dd in a zerg/min.

    And now it's my choice to ask the developers to better consider tanking when they are making decisions about the game.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Personofsecrets
    Personofsecrets
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    eliisra wrote: »
    OK I think there might be more to it than we are thinking because my friend hit Molag with 1 heavy attack and got loot when there were 45+ guys.

    Definitely more to it with Molag Bal or middle Sewer event. I've completed it with 9 players and no one in the group got any loot. Think there's some extra layer of rng added to that one as well.
    Sithisvoid wrote: »
    Don't run in groups larger than 12?

    Ideally yes, that solves a lot. I wont heal IC groups bigger than 12 myself. But you often get this trail of 3-5 random players following your group around(you also encounter and compete with other groups coming to the same spot).

    Tanks and healers are always punished to some degree, regardless of the group size. Because you cant control what allies outside the group are doing or going.

    @eliisra ,

    Thank you for posting that. I haven't heard before that Mr. Bal can choose not to drop loot, but I will keep a lookout for that trend.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
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