The hope is that people will stop grouping in groups bigger than 12. Imp City is supposed to be small scale. This has yet to sink in.
Edit: I think the increase loss of stones to mobs is supposed to stop people from running away from PvPers and suiciding on mobs for less Tel Var loss. Also, those mobs are a joke and shouldn't kill you.
The hope is that people will stop grouping in groups bigger than 12. Imp City is supposed to be small scale. This has yet to sink in.
Edit: I think the increase loss of stones to mobs is supposed to stop people from running away from PvPers and suiciding on mobs for less Tel Var loss. Also, those mobs are a joke and shouldn't kill you.
The hope is that people will stop grouping in groups bigger than 12. Imp City is supposed to be small scale. This has yet to sink in.
Edit: I think the increase loss of stones to mobs is supposed to stop people from running away from PvPers and suiciding on mobs for less Tel Var loss. Also, those mobs are a joke and shouldn't kill you.
Exactly this. It's not a problem but an intended mechanic to encourage small groups, the same way exp, mob drops and telvar are all reduced in large groups. Your 24 man is just doing it wrong
JamieAubrey wrote: »I thought it was the 12 players that do most damage ?
After a year the same problem I remember from 12 months ago....
Only 12 players max get loot from molag boss in IC.....
gg ZOS....pointless...
Oh and now you lose 50% Stones from npc instead of 10%....
Thanks for helping me to remember why I never bothered with IC....back to normal pvp...
Daemons_Bane wrote: »Nope.. just 12 randomly selected individuals.. Works like that for every fight
FriedEggSandwich wrote: »JamieAubrey wrote: »I thought it was the 12 players that do most damage ?
It is *(or was, might have changed)*, but if there are only 12 people present then all 12 get loot. If one more shows up and does good deeps then one of the original 12 goes without loot; the one who does the least deeps. I got shouted at once in zone by a group leader cos I tagged along with their group and got loot.
*edit*
Daemons_Bane wrote: »I didn'tknow that dmg/healing had something to do with it.. The way it was told to me, a boss simply had 12 portions of loot that got randomized between the players.. can someone actually link to where it says that dmg/healing plays in.?
Personofsecrets wrote: »
The hope is that people will stop grouping in groups bigger than 12. Imp City is supposed to be small scale. This has yet to sink in.
Edit: I think the increase loss of stones to mobs is supposed to stop people from running away from PvPers and suiciding on mobs for less Tel Var loss. Also, those mobs are a joke and shouldn't kill you.
Exactly this. It's not a problem but an intended mechanic to encourage small groups, the same way exp, mob drops and telvar are all reduced in large groups. Your 24 man is just doing it wrong
Daemons_Bane wrote: »I didn'tknow that dmg/healing had something to do with it.. The way it was told to me, a boss simply had 12 portions of loot that got randomized between the players.. can someone actually link to where it says that dmg/healing plays in.?[/quote]
This....
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Exactly The whole meta of this game was designed around DPS. It was a very very bad way to design the end game, Many of the Beta tester community tried to warn them of this . But Zos whole heartedly beleived in the competitve spirit of end game. which in Idea is good but so poorly implemented . that should have never been the end goal it should have been a Cherry on top of the sunday . The Trials should have been about the content itself not the Score of the DPS or the speed accomplished.Sadly the person Responsible for the end game design does not even work for ZOS anymore. The new Content definately has put more skill required for tanking and made it much more Dynamic and enjoyable.dodgehopper_ESO wrote: »FriedEggSandwich wrote: »JamieAubrey wrote: »I thought it was the 12 players that do most damage ?
It is *(or was, might have changed)*, but if there are only 12 people present then all 12 get loot. If one more shows up and does good deeps then one of the original 12 goes without loot; the one who does the least deeps. I got shouted at once in zone by a group leader cos I tagged along with their group and got loot.
*edit*
Which is bad for people who are the tank.
Daemons_Bane wrote: »I didn'tknow that dmg/healing had something to do with it.. The way it was told to me, a boss simply had 12 portions of loot that got randomized between the players.. can someone actually link to where it says that dmg/healing plays in.?
Did they reduce the amount of damage that his death blast does? Because that used to drop me without question, but yesterday I could just block through it on top of a proxy det that tried to gank us.MaxwellCrystal wrote: »That feeling when you always run solo and out DPS the group thus getting a drop
Christ, every possible explanation is speculated on in this thread and stated as THE TRUTH. Is there a link to something definitive, like a statement from ZOS, or can someone from ZOS please chime in here with an explanation?