Its remarkable how people miss the fact that only some people get loot and instead focus on how they can get loot.
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?
The whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.
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 whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.
I will just add that, if you want to have fun playing 75 different class, build and role combos, over multiple accounts, to (probably) only a mediocre type level and then switch to DPS to spam-kill event bosses, 99% of the time, of course that is totally up to you.I will just add that, if you want to have fun playing 75 different class, build and role combos, over multiple accounts, to (probably) only a mediocre type level and then switch to DPS to spam-kill event bosses, 99% of the time, of course that is totally up to you.
However, don't then tell people, who are trying to play this game like a traditional MMO, where you pick one main class, role, build and rotation and then stick with it, loyally, until you truly master it, that they are wrong to do so.
Because, they are not.
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 whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.
The argument has large holes in it.
A healer cannot learn their role questing through overland. They have to DPS unless they want someone to carry them through the quests since there is not much healing to do in most overland quests. In other words, a healer needs to learn to do some DPS. The first character I leveled was a healer so I speak from experience.
For my tanks, I not found anything in overland that prepared me for tanking anything serious. Tanking world bosses for experience is more often a joke and I am not talking about the boss.
Most tanks come into a WB and are clueless of the fact someone else is tanking it and soon enough there are multiple tanks on the boss. Interestingly, most players are ignorant of how taunts work permitting me to make the boss immune to their taunts. If they do not have the most basic understanding of tanking then they will not figure out what I did.
colossalvoids wrote: »It's not a traditional mmo. However you can do whatever you desire, but don't expect the game or other players to bend before you.
colossalvoids wrote: »It's not a traditional mmo. However you can do whatever you desire, but don't expect the game or other players to bend before you.
Well, it was originally.
Because it heavily borrowed design elements from WoW.
However, it has become less so.
Probably because they realised that many players had never played an MMO before and came here from Skyrim, not WoW.
I don't play a tank, or a healer, so I expect nothing.
I just recognise bad design when I see it.
Rave the Histborn wrote: »colossalvoids wrote: »It's not a traditional mmo. However you can do whatever you desire, but don't expect the game or other players to bend before you.
Well, it was originally.
Because it heavily borrowed design elements from WoW.
However, it has become less so.
Probably because they realised that many players had never played an MMO before and came here from Skyrim, not WoW.
I don't play a tank, or a healer, so I expect nothing.
I just recognise bad design when I see it.
It's not a traditional MMO and it never was. It's probably because they realized WoW was a hit 15 years ago and MMOs have evolved since then and not every single one of them is meant to be an exact clone.
You're wrong, just stop being salty to everyone.
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 whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.
The argument has large holes in it.
The argument doesn't have holes in it, you (apparently) just don't really get what I'm saying.
You probably think you do, but you don't.A healer cannot learn their role questing through overland. They have to DPS unless they want someone to carry them through the quests since there is not much healing to do in most overland quests. In other words, a healer needs to learn to do some DPS. The first character I leveled was a healer so I speak from experience.
For my tanks, I not found anything in overland that prepared me for tanking anything serious. Tanking world bosses for experience is more often a joke and I am not talking about the boss.
Yes, I know all that and that is one of the main problems with MMO design, in general.
That it is, generally, hard to learn how to tank, or (especially) to heal, well while levelling alone.
I believe that should be looked into and worked on by the devs.
But, I'm not even talking about that...
I'm talking about sticking rigidly to your class, role and build, through thick and thin, until it becomes second nature.
However impractical that may be.
To do that, you have to suffer, in terms of doing lower DPS and everything takes too long.
Shouldn't be that way, but to truly learn your role you have to play it sufficiently and most people don't, because they are too busy switching to DPS and/or to other classes, roles and/or builds, all the time.
Which is fine, if they are having fun, but it doesn't result in many good players of specific roles, other than (possibly?) DPS.Most tanks come into a WB and are clueless of the fact someone else is tanking it and soon enough there are multiple tanks on the boss. Interestingly, most players are ignorant of how taunts work permitting me to make the boss immune to their taunts. If they do not have the most basic understanding of tanking then they will not figure out what I did.
Well, this is somewhat wandering off the point, but you have at least demonstrated that they don't understand how their role works.
So, that is probably a failure of the game, too.
But, at least they are trying to practice their tanking; not just spamming one DPS skill to ensure they get loot.
Which seems to be what most of the advice, here, is advocating.
As if the issue, here, is that people can't work out how to do that on their own.
As opposed to the fact that all roles should be equally valid, loot-wise, in any given situation.
I will just add that, if you want to have fun playing 75 different class, build and role combos, over multiple accounts, to (probably) only a mediocre type level and then switch to DPS to spam-kill event bosses, 99% of the time, of course that is totally up to you.
However, don't then tell people, who are trying to play this game like a traditional MMO, where you pick one main class, role, build and rotation and then stick with it, loyally, until you truly master it, that they are wrong to do so.
Because, they are not.
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 whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.
The argument has large holes in it.
The argument doesn't have holes in it, you (apparently) just don't really get what I'm saying.
You probably think you do, but you don't.
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 whole point should be to use overland (and easier instances) to learn your class and role, inside out.
That is not possible if you always have to switch to DPS to get your rewards.
Tanks and healers get a lot less practice in this game than DPS do and quite frankly, it (often) shows.