Grianasteri wrote: »Umm, I had no idea that a 12 person cap existed... does it?
Grianasteri wrote: »Umm, I had no idea that a 12 person cap existed... does it?
I thought it was simply based on how much damage an individual does to a boss. So as long as you get a few hits in, your are all good...
Maybe I was wrong, every day is a learning day...
Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
THEDKEXPERIENCE wrote: »Step 1 - equip an execute
Step 2 - spam the execute once the monster gets to 50% while ignoring everything you think you know about rotations
Step 3 - profit
If you are a healer chances are you may be a Templar. If you can’t get loot in a game where radiant oppression exists you aren’t trying.
Siohwenoeht wrote: »The 12 person loot rule is an anti-gold bot measure. If you look up videos from release, 100s of bots would camp delve bosses and kill upon spawn farming the gold drops.
They avoid this with dragons because of the high health and the low low gold amount that drops.
I can attest to bots being everywhere during the early days of this game and Zos made sweeping changes to loot as a result.
I remember one delve boss a group of bots were standing in the corner. One was a DK who would chain the boss and pull it to the bots before any player could get damage on it.
Regardless, OP has it wrong about who gets the loot. DPS is less about the gear and more about player skill.
GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
Strawman. Stick to the point. "Play the way you want" shouldn't mean "DD only on overland content (specifically group bosses) to get rewards or GTFO."
Surely there is something wrong with that. There is no reason that tanks and healers shouldn't have purpose in overland content too. It doesn't have to be all about damage done. Loot could still drop for damage tanked, and damage healed.
Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
Strawman. Stick to the point. "Play the way you want" shouldn't mean "DD only on overland content (specifically group bosses) to get rewards or GTFO."
Surely there is something wrong with that. There is no reason that tanks and healers shouldn't have purpose in overland content too. It doesn't have to be all about damage done. Loot could still drop for damage tanked, and damage healed.
It's not a strawman, you can't play how you want in vet trials and dungeons.
Play how you want means if you want to play as a tank or healer and overland you can, that doesn't also entitle you to the rewards.
What purpose do tanks and healers have in overland? Why would you reward them if the objective is to do damage?
Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
Strawman. Stick to the point. "Play the way you want" shouldn't mean "DD only on overland content (specifically group bosses) to get rewards or GTFO."
Surely there is something wrong with that. There is no reason that tanks and healers shouldn't have purpose in overland content too. It doesn't have to be all about damage done. Loot could still drop for damage tanked, and damage healed.
It's not a strawman, you can't play how you want in vet trials and dungeons.
Play how you want means if you want to play as a tank or healer and overland you can, that doesn't also entitle you to the rewards.
What purpose do tanks and healers have in overland? Why would you reward them if the objective is to do damage?
Where is this 3% rule coming from?
You simply have to participate in the battle to get a chance for loot. Healers have to heal someone, the tank just has to get a hit in to get a chance.
There is no 3% Rule in this game. I have tagged a world boss with just one or two light attacks many times in the game during guild zerg events and recieved a Boss Drop.
VaranisArano wrote: »Where is this 3% rule coming from?
You simply have to participate in the battle to get a chance for loot. Healers have to heal someone, the tank just has to get a hit in to get a chance.
There is no 3% Rule in this game. I have tagged a world boss with just one or two light attacks many times in the game during guild zerg events and recieved a Boss Drop.
Its from One Tamriel.
"In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%."
https://forums.elderscrollsonline.com/en/discussion/comment/3412947#Comment_3412947
VaranisArano wrote: »Where is this 3% rule coming from?
You simply have to participate in the battle to get a chance for loot. Healers have to heal someone, the tank just has to get a hit in to get a chance.
There is no 3% Rule in this game. I have tagged a world boss with just one or two light attacks many times in the game during guild zerg events and recieved a Boss Drop.
Its from One Tamriel.
"In order to get loot and XP credit for killing a mob, you now only need to deal 3% of its maximum health instead of the previous 10%."
https://forums.elderscrollsonline.com/en/discussion/comment/3412947#Comment_3412947
It was changed since then as Healers and Tanks were never getting loot. Now you just have to heal someone doing DPS or get a hit in as a tank, like with Puncture.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards.
It was about 6 months or so after 1T, could have been longer. My time relativity is skewed...
But i know i have only LA Tagged a WB a few times and couple of times i would get a Boss drop getting a light attack in just as the boss dies.
My guild does a Weekly World Boss Tour and we have had 24 people in our group alone. When i would lead the group i would just do a ping or two so others would feel like they have done something.
Agenericname wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
Strawman. Stick to the point. "Play the way you want" shouldn't mean "DD only on overland content (specifically group bosses) to get rewards or GTFO."
Surely there is something wrong with that. There is no reason that tanks and healers shouldn't have purpose in overland content too. It doesn't have to be all about damage done. Loot could still drop for damage tanked, and damage healed.
It's not a strawman, you can't play how you want in vet trials and dungeons.
Play how you want means if you want to play as a tank or healer and overland you can, that doesn't also entitle you to the rewards.
What purpose do tanks and healers have in overland? Why would you reward them if the objective is to do damage?
The objective in a trial is damage. Nobody blocks or heals a boss to death.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards.
Laughing so hard right now I can't even.. best joke of the century.
GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »GrumpyDuckling wrote: »Rave the Histborn wrote: »So there is yet another event behind the corner and again we are going to see how rich are going to get richer and poor staying poor, so to speak.
Those that already got the sets, stuff and collectibles are going to get even more of them as they got the gear to be in that top 12 damage dealers thus those that don't have that gear (most likely newer players) are not going to get them. When dead bosses are camped by minimum of horde of the size of ~20 players as in the pic and around double or triple at peak hours while respawn timers are fixed the amount of not-getting-loot players starts to be ridiculous.
Also all tanks and healers can immediately forget any boss loot for the period of events as there is simply no way you can get to that top12 and that is the only sole loot system it seems. That basically kills the whole fun to play without anyone in this MMO if you are tank or a healer. Even if you would have group of 12 nice dudes to do dailys or zone completionist, as soon as there comes that 13th random dude to attack the same boss the only character in that whole horde that is preventing the boss from killing all the DPS dealing characters that have the tankability of a paper bag is getting zero reward. Make it two random dudes and the healer that keeps that frontline alive also gets cut out.
Doing any kind of content with bigger than 12 people hits immediately the 'multiplayer' part of the game in the knee with a sledge hammer. 'Oh, three hours of farming strongboxes/skin boxes and I got once (1) _loot_ as a tank. Wonder what other games there are' -has been my thoughts for quite some time.
Everyone involved in killing should get loot.
If someone contributed less than 50% of the time, then drop his chance to get loot by that same amount. This would simply fix the situation of late joiners that throw in one basic attack.
To address the fact that 50 players killing a boss makes the combat last around 15 to 20 seconds could be done by increasing the bosses stats by 100% for each starting group of 12 players in combat. Meaning that if normal boss has 5M HPs and hits 5k per basic attack has group of 13 players hitting it it would instead have 10M and hit 10k per basic attack. As soon as 25th player joins the fight, it would gain 5M more HPs and hit another 5k harder.
Or maybe something more modern like dynamically scaling stats, multi attacks, immunities or dozen other slutions.
As the way drops are implemented in the game now, it pushes people away from events and discourages to play with lots of players.
No. Events are supposed to be fun things where you have the potential to earn rewards. Now because of a small part of the community they've just turned into an opportunity to *** and complain about everything. If you're a tank or healer in overland then it's your own fault for not getting rewards. Nothing is stopping you from throwing on a dps set or 2 and easily doing enough damage. I'd you already know the combat is going to last 10-20seconds then there's no reason for a tank or healer to even be present.
ZOS - "Play the way you want."
@Rave the Histborn - "If you're a tank or healer in overland then it's your own fault for not getting rewards."
@GrumpyDuckling um I think you mean ZOS - "Play the way you want*" (*within reason)
Playing the way you want doesn't mean you're guaranteed the rewards lol, I mean if i queue as a tank for a vet dungeons but I'm a DPS do I also get to whine if I get kicked?
Strawman. Stick to the point. "Play the way you want" shouldn't mean "DD only on overland content (specifically group bosses) to get rewards or GTFO."
Surely there is something wrong with that. There is no reason that tanks and healers shouldn't have purpose in overland content too. It doesn't have to be all about damage done. Loot could still drop for damage tanked, and damage healed.
It's not a strawman, you can't play how you want in vet trials and dungeons.
Play how you want means if you want to play as a tank or healer and overland you can, that doesn't also entitle you to the rewards.
What purpose do tanks and healers have in overland? Why would you reward them if the objective is to do damage?
The objective of beating a world boss can absolutely be more than simply who does the most damage. Players can tank for others, and players can heal for others. They are contributing to the combined objective of defeating the boss, so I don't see any reason why players ONLY get rewarded for damage done. That's why I suggest that players also get loot for tanking a certain amount of damage or for healing a certain amount of health.
It gives players more ways to play, and it makes sense because they are contributing. I don't know why you take issue with this.