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Only 12 people get Molag Loot in IC...

Troneon
Troneon
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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...
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  • Luigi_Vampa
    Luigi_Vampa
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    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.
    Edited by Luigi_Vampa on August 29, 2016 11:00PM
    PC/EU DC
  • Troneon
    Troneon
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    Typhoios 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.

    You can't control how many people show up though...

    Even if you group with 12....there could be 3 other 12 man groups around....

    It's stupid to exclude players from loot tables....
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  • Spliffo
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    Typhoios 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
  • MissBizz
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    Spliffo wrote: »
    Typhoios 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

    Problem is when your "small-scale" group is there along with 6 other small scale groups because there's an event geared at getting a LOT of people to go there.
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  • JamieAubrey
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    I thought it was the 12 players that do most damage ?
  • FriedEggSandwich
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    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*
    Edited by FriedEggSandwich on August 29, 2016 11:54PM
    PC | EU
  • Daemons_Bane
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    Nope.. just 12 randomly selected individuals.. Works like that for every fight
  • Wifeaggro13
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    Troneon wrote: »
    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...

    Only the Top DPS players get Loot. All your loot is based of How high your DPs is. If your a tank or a healer in a large Group you will get nothing everytime.
  • Gallifreyy
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    Ok lets make a clarification the 12 people that get loot (or even XP) from a single mob is dependent on 2 (Damage and Healing) criteria since the start of the game and might make you understand a bit better. It requires you to be in the top 12 people with damage that have attacked that mob and or in the top 3 people with healing its to prevent people from doing a light attack and just "tagging" a boss or mob to get the same as everyone else. Thats a very loose explanation
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  • driosketch
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    By that same token enemy players now only steal 50% instead of the 80% it was before.
    Nope.. just 12 randomly selected individuals.. Works like that for every fight

    This being the case, the only thing to do is run it over and over until RNG blesses you. There will probably be those in your group who already have their drops. If there are more than 12, have them roll out into a splinter group to watch for enemy players, which'll improve chances for the rest.
    Edited by driosketch on August 30, 2016 12:09AM
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  • dodgehopper_ESO
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    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.
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  • Personofsecrets
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    ZRx4Rxx.jpg
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  • Daemons_Bane
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    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
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    It has to do with damage because I never get loot if I decide to tank the boss.
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  • driosketch
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    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.?

    I've done these runs with 13 before. I have held back on some portals to give others a chance for loot, and still got loot. Either it's random, or a second person had the same idea as me.
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  • Preyfar
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    Yeah, and this is why I don't want to bother. I've have groups before with 8 or 9 people farming it, and another group comes along (same faction) and starts attacking, and I no longer get loot.
  • Troneon
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    ZRx4Rxx.jpg

    12 players in an MMO>.....

    ZOS are ***...

    This should of been fixed or sorted a year or more ago....now they will probably do nothing again because it generates player frustration and pushes them to buy it in crown store instead of farming the rewards....since they can't...
    Edited by Troneon on August 30, 2016 11:43AM
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  • Lord_Eomer
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    Spliffo wrote: »
    Typhoios 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

    These 24 man group need to go, camping all the way into molag bal spawn and killing other factions small groups on sight.

    Go zergs! Go!
  • redspecter23
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    Have an event that doubles the drop rates and quadruples the number of players going for that loot. Seems like a good way to get what you need... I'll just farm my skin next week perhaps.
  • Jailbirdy
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    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....
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  • MaxwellC
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    That feeling when you always run solo and out DPS the group thus getting a drop :)
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  • Jaywics
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    Thats either broke or just lazy programming tbh.
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  • Wifeaggro13
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    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.
    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.

    Unfortunately , everything else surrounding the weeklies and leader boards , Everything to do With IC endgame all favors DPS numbers. PVP'rs are unhappy with the Dynamiic, they think it sucks , Exploiters of the early CP system bugs dominate, large scale groups do not even form anymore due to the 12 person loot. no tanks run its just a giant DPS zerg, and people just heal out of need not really out of want.

    People scream about Elitism and there is at the eliete lvl but its a By product of ZOS design it fostered the Wow scrub mentality here. elitism in high end game MMO''s used to be about skill and in game knowledge and Pug frustration in EQ 2 and more refined MMOS of the past it was all about knowledge and execution of roles as a team. The five guild Idea was great for the Casual that could not make commitments at this High lvl end game. though i am almost capable of it as a tank have a bit more to learn, as DPS pffft i dont like the role so that system works fine for me, But for some high end guilds it only fostered poaching and a F you mentality of the personalites involved which created a guild poaching system. Right now the end game is functioning for a select play style of highly skilled and dedicated players In PVP and PVE. If they are not careful here on out they will ruin it for both populations and only Cater to the churning none subscriber who only purchases the select DLC's like wrothgar. DB and TG were utter failures even for the solo casual.



    Edited by Wifeaggro13 on August 30, 2016 2:25PM
  • bertenburnyb16_ESO
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    its cuz Zos cant fix their game to not lagg the *** out of everything whenever more than 12 peeps are on your screen, so they bandaid it by trying to discourage people flocking together

    I dont know whats worse, the problem ors Zos's bandaid
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  • Dubhliam
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    Yeah, the 12 man restriction is a poor solution.

    But as far as "loot priority" goes, the loot should be distributed like so:
    1 person with the most aggro time
    3 persons with the most healing over time
    rest best damage over time

    This would assure even tanks don't get left behind in such limited loot pools.
    Even if there is no tank in the group, the person with the highest dps/hps will most likely have aggro most of the time, so that person definitely has loot priority.
    Multiple tanks would be risky since only one tank will actually be eligible for loot, the one with the second best aggro time will most likely be left without loot.
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  • DurzoBlint13
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    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.?

    I think it is random. It is not based on damage. I have gone AFK and been dead the entire time (since before the fight to after to he died) and still got loot because I was in a group that killed him and in the same area. This was with a group of 17 and there were other randoms there fighting too, so it was not like no one else was doing damage either. Healer, tank, damage dealer....it does not matter, you get the same CHANCE at loot either way. RNG- just like every other aspect of this game.
  • Ecco
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    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?
  • Cryptical
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    That feeling when you always run solo and out DPS the group thus getting a drop :)
    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.
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  • Yshaar
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    Loot systems are a hot topic in every mmo and most people just talk rubbish and know nothing.

    Loot is random for everyone that does more than 3% damage. End of story.
    Proof:
    http://www.gamefaqs.com/boards/718928-the-elder-scrolls-online-tamriel-unlimited/71911419
    In my wow days, people talked about doing dances before bosses to get special loot. ;)
    Edited by Yshaar on August 30, 2016 3:52PM
  • DurzoBlint13
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    Ecco wrote: »
    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?

    good luck with that. We have been asking these same questions for a year now and ZOS has yet to make a statement about it. All any of us can go off of is our own experiences with it, and that is why you get different responses.
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