MaxwellCrystal wrote: »I run solo all the time but as a Tank DPS I don't do a huge amount of damage that it makes impossible for the tank to deal 10k damage (which I believe is the threshold) for gaining loot on huge health bosses like molag.
In other words no offense to you or your friend but your tank was just holding his shield and spamming buff abilities so in other words he/she is bad.
Personofsecrets wrote: »MaxwellCrystal wrote: »I run solo all the time but as a Tank DPS I don't do a huge amount of damage that it makes impossible for the tank to deal 10k damage (which I believe is the threshold) for gaining loot on huge health bosses like molag.
In other words no offense to you or your friend but your tank was just holding his shield and spamming buff abilities so in other words he/she is bad.
I tank with with 2700 spell damage and still miss out on loot. Even if tanks aren't just holding block, they aren't going to be beating the DPS. That is just a tanking think. Even holding block just a little bit and having to use a taunt will cause the DPS disparity that causes t a nks not to finish in thr money.
I also posit that tanks who are primarily blocking still deserve their loot for their contribution. A high parse isn't the only way of being valuable in a fight. Don't think otherwise.
manavortex wrote: »What I am complaining about is that those people obviously aren't capable of or willing to a) completing the event on their own or b) organising an own group, which takes effort and communication. Instead they abuse the effort of those who actually group up and coordinate themselves, thus rendering said effort useless for one of the twelve people. They are taking something away from others who have spent more time and effort.
And they are actually being rewarded for it, which encourages this sort of behaviour. I won't do it, and I can understand why people chose to do it, since it makes sense for them, but I don't like it.
That's my problem with it.
manavortex wrote: »I'm not a tank.
This is not about me, or anyone "not contributing". Every member of the group is contributing. That's because it's a group effort.
This is not about anyone under performing or whatever. It's about people being jerks and being rewarded for that, so I'd appreciate it if you would talk about that instead of minmaxing.
How are people being jerks? Please explain. If memory serves the way it works is something like this. The 10 players that contribute the most dps along with the 2 healers that contribute the most. I could be wrong about this, but this how I remember it working. There is no being a jerk. The 12 players that contributed the most to the boss kill get credit.
The purpose of this is to discourage players from bringing so many people that the fight becomes trivial. Even with only 12 the boss fight is trivial as I have personally completed it with as little as 3 people before. Yes you can group, but this games entire grouping system is about risk vs reward. From xp, ap, and telvar stone will all give more in a group of 2 opposed to as larger one.
Loot goes to the 12 players who either dealt the most damage or did the most healing... If they just added an additional factor for players who received the most damage from said mob, then the problem is solved and being a tank becomes as rewarding as any other role.
Personofsecrets wrote: »Loot goes to the 12 players who either dealt the most damage or did the most healing... If they just added an additional factor for players who received the most damage from said mob, then the problem is solved and being a tank becomes as rewarding as any other role.
That is a tough on, but could work. I think that unmitigated damage would have to be the number that is used.
mzapkeneb18_ESO wrote: »Tank here...
didn't even know that there is any loot at all.
Though it just archivement...
@ZOS_GinaBruno
Hi Gina, could we get clarification on loot rules for IC?
Who gets loot? Is it:
- top 12 DPS AND top 12 heals
- top 12 DPS OR heals
- 12 random people who participated?
- Something else?
I understand Zenimax wants to discourage zerging, but grouping intelligently (e.g. 12-person max size) is not properly rewarded. At the same time, soloers and smaller groups who happen to be in the area and join the fight should have the same ability to get loot separate from 12-man groups. None of us can control who happens to be in the vicinity of a boss at any given time. To not get loot when you've spent a good amount of time and effort getting/being there is the pits.
manavortex wrote: »Or simply remove the 12 players limitation, which is utterly frustrating on a boss in a public location with a 20 minutes + respawn timer. But please, do something about the situation, because as a team-oriented player it's driving me nuts.
OP: In the specific case you described, I would report for griefing.
If you really want to ensure everybody gets loot, then as others suggested, form a group of 10.
Without knowing how the loot drops are calculated, it's difficult to suggest how it can be changed to be fairer to tanks.
Trashy Boy wrote: »I agree with you and would like to see something done, good luck with that. I absolutely hate leeches and kill/loot thieves - which is more or less what they are.