Just remove the loot limitation, nothing more. It's so frustating when you are there for 2 hours but loot maybe 1 time, cause there are too many people.
What is the reason to do this anniversary, pushing people to go there and then we cannot even loot....come on zosxblackroxe wrote: »Just remove the loot limitation, nothing more. It's so frustating when you are there for 2 hours but loot maybe 1 time, cause there are too many people.
What is the reason to do this anniversary, pushing people to go there and then we cannot even loot....come on zos
QQ Git gud l2p issue
ah, so you want to join me in sewers and farm with me all day? nice black, ty for asking!! i'll wait for you later
I do think this loot mechanic serves no real purpose and is really unfair. Before you say "git gud," I've looted him every time I've killed him; but most of the group doesn't get to, which I can sympathize with.
"b-but he's a Daedric Prince"
He's a Simulacrum of a Daedric Prince. This requires some lore knowledge, but a Daedric Prince cannot fully manifest in Nirn without some very specific circumstances (see the Oblivion Crisis). The MOST they can do is a Simulacrum, which is more of an astral projection than a physical manifestation of a Prince.
Now, if we were actually fighting him in Coldharbour, he'd be nigh-omnipotent. Remember how we beat him in the main quest. that's what you'd need to do at a minimum.
manavortex wrote: »Dear community, dear Divines,
I've been farming Molag Bal during most of the day with a group of 6-12 people to finally get my hands on the Soul Shriven skin (I won't complain about drop rates, RNGesus requires more sacrifices), and during that time I've been noticing something that upsets me greatly. I can't believe that this is how Zenimaxx has intended it to work, since it actually punishes those who group up to achieve something and favours ***. It's not about PVP either, that's a completely different topic.
I'm talking about a group of 12, happily farming Molag Bal. As we all know, only 12 people can loot Molly. I find that general decision questionable as it is, but let's just assume that as axiom. Well, those twelve people have healers and a tank, they took the effort to build a group, waited for each other, community stuff. I happen to know, since I'm the one constantly building these groups.
Then, as Molag Bal spawns, a solo player rushes in and starts hitting him. Hard. He has a name like "ROFLCOPTERleet" or "yourMOTHER", wears the Royal Court Jester costume and deals ridiculous amounts of damage. Molag Bal falls in no time. Everyone loots.
Everyone? No. Our tank doesn't.
How is this supposed to be working as intended? It's utterly frustrating. Especially because said player, when informed about that loot behaviour, responds kindly with something like "lol suckers".
My suggestion for that would be to slightly change the loot distribution mechanic. Put in another number - take the total damage/healing done of a group, divide it by the number of the players, and multiply each players loot score by a percentage or something. 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.
I'll grant you this. Some people just like being a tank because that's the role they're best at playing, but it's not needed for Molag.arkansas_ESO wrote: »Obligatory "omg necro post", but this topic is relevant as the anniversary event is happening now.
1. You don't need a tank for Molag Bal, or any of the PVE content in the Imperial City, not before the nerf nor after it
Large zergs are going to form in PVP regardless of the mechanics. I can't count the amount of times huge zergs wiped our Molag group in the center since the start of the Anniversary Event, and they always seem to like doing it AS we are fighting him. If that was the intent of this mechanic, it's not working, and demonstrably so.arkansas_ESO wrote: »2. This mechanic is here to discourage large zergs from forming to farm, shutting out any chance of fun PVP in the center (whether or not it's effective is another thing)
arkansas_ESO wrote: »3. If the person not in your group is doing more damage than somebody in your group, he's doing more to deal with Molag Bal than them (remember, a tank isn't needed at all) and deserves a chance at the loot more than the others. This rewards players actually trying, as opposed to other bosses in IC where you can just light attack while the others do all the hard work and still receive loot. Which system would you prefer, one that punishes slackers/leechers or one that rewards them?
luen79rwb17_ESO wrote: »Molag Bal doesn't even need a tank. Healers have it the rough way though.