briandivisionb16_ESO 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.
Sithisvoid wrote: »Don't run in groups larger than 12?
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.
Personofsecrets 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.
briandivisionb16_ESO 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.