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Remove the need for the top 12 DPS to get loot credit.

  • Troodon80
    Troodon80
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    not going to lie, i would like to see 100 tanks bash spamming a WB to death lol
    Would be hilarious if nothing else. :smiley:

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • Troodon80
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    Vaoh wrote: »
    Was there ever a reason ZOS gave for the 12 player loot limit? It seems like a strange restriction with only downsides.
    If I recall, it was first implemented as a preventative measure to stop bots and players overfarming. But that may well be incorrect. I'm sure someone else will provide a sourced link to something if they know for sure.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • Erissime
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    Well there are limits, and people should be aware of them. Like I said, crowding is never an option, but it appears most still live by the "power in numbers" rule in stead of daring and improving on the self. I personally like the way things are, and agree that 12 people top can easily bring down one such boss - 12 very low dps people - begginers level ( considering that a medium dps already grown in lvl player can solo these bosses). Anymore people - particularly the ones inssisting on repeatedly doing the same thing - are useless and cumbersome. Bosses respawn well enough for no more than 12 at a time gather to do one, but the amount of times I walked into such bosses only to see a sufficient number of players JUST sitting around - why? Not to mention that due to high numbers of players these bosses aren't even fun to play - no challenge what so ever. So like I said, thin the numbers, obeserve and maybe judge less, play more.
  • BlueRaven
    BlueRaven
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    Troodon80 wrote: »
    Vaoh wrote: »
    Was there ever a reason ZOS gave for the 12 player loot limit? It seems like a strange restriction with only downsides.
    If I recall, it was first implemented as a preventative measure to stop bots and players overfarming. But that may well be incorrect. I'm sure someone else will provide a sourced link to something if they know for sure.

    I believe it was specifically an anti bot issue. That is also why there is a “timer” on boss loot as well.
  • BlueRaven
    BlueRaven
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    The only real reason this is an issue right now is because zos placed a lead behind a specific world boss in a specific zone. This type of road block was unneeded and unwelcome, only creating discord in the community.

    If they just made it “any world boss” in the zone, players would spread out and it would no longer be an issue.
  • peacenote
    peacenote
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    BlueRaven wrote: »
    The only real reason this is an issue right now is because zos placed a lead behind a specific world boss in a specific zone. This type of road block was unneeded and unwelcome, only creating discord in the community.

    If they just made it “any world boss” in the zone, players would spread out and it would no longer be an issue.

    Let's hope it wasn't done purposely and thoughtfully by someone to make things "harder" for everyone.

    I would say that there could be a silver lining as the extra attention could lead to the issue getting fixed, which I think should be done whether there's a lead behind a specific world boss or not. I've experienced the pain points described in ESO and I didn't even REALIZE this fact.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
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