Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.
Without it, we'd have the bots standing on the sidelines light attacking one spot over and over for hours so they get a guaranteed hit - again. Auridon had a real problem with this for a couple of years, especially at dolmens. Pretty sure this change was partially to address it.
Otherwise, I do agree - but unless content is new or theres an even like the past two (High Isles event and Witches Festival), this usually isn't a problem.
Necrotech_Master wrote: »didnt they already hotfix the DK bug yesterday morning?
i do agree though that it is very annoying sometimes for overland boss encounters to prevent loot drops if too many people are hitting them, i think that kind of defeats the purpose of a WB
dragons and harrowstorms feel like better "world bosses" than actual WBs lol
Necrotech_Master wrote: »didnt they already hotfix the DK bug yesterday morning?
i do agree though that it is very annoying sometimes for overland boss encounters to prevent loot drops if too many people are hitting them, i think that kind of defeats the purpose of a WB
dragons and harrowstorms feel like better "world bosses" than actual WBs lol
The design of the base game WBs defeats the purpose of a WB. They are lame as many can easily be soloed. Even many of the DLC WBs can be soloed by a reasonably skilled players.
What we need is real WBs that actually offer a challenge and require a group. What we currently have are the weakest WBs I have seen in MMORPGs.
I agree. I'm pretty sure ESO already has enemies which scale to the number of players so they could scale world bosses up (or down) based on the number of players involved in the fight, including low level ones and those not using all their skills. Keep the requirement that each player must individually reach a minimum threshold for participation to be able to get loot, but remove the cut-off that limits it to a small number of players.
I agree. I'm pretty sure ESO already has enemies which scale to the number of players so they could scale world bosses up (or down) based on the number of players involved in the fight, including low level ones and those not using all their skills. Keep the requirement that each player must individually reach a minimum threshold for participation to be able to get loot, but remove the cut-off that limits it to a small number of players.
I remember that Guild Wars 2 tried this kind of mechanic in some of its quests and it was not enjoyable at all. Any player who passed by a quest area scaled it up, and in some areas where players gathered some quests would become impossible to complete because you'd need to collect 1000 of a thing instead of just 8-10 of it... Not sure if there's a good way to balance something like this.
KingArthasMenethil wrote: »The absurd rule that prevents people getting a drop from a world boss that they have been actively present and fighting for, should be scrapped at once. GIVE US THE LOOT WE DESERVE.
Just because you're not in the top 10-12 damagers when there are 40 people there means you're frozen out of actually being able to get loot from it, especially if some of said damagers are exploiting the dragonknight glitch that we already know about.
Make world bosses behave like Elsweyr dragons - if you're there and you damage it, you get the loot!
Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.
it is. Because not everyone plays a damage dealer meaning if you're a tank you can easily miss out on loot and have no chance at getting it with a large enough group of people.
Ragnarok0130 wrote: »KingArthasMenethil wrote: »The absurd rule that prevents people getting a drop from a world boss that they have been actively present and fighting for, should be scrapped at once. GIVE US THE LOOT WE DESERVE.
Just because you're not in the top 10-12 damagers when there are 40 people there means you're frozen out of actually being able to get loot from it, especially if some of said damagers are exploiting the dragonknight glitch that we already know about.
Make world bosses behave like Elsweyr dragons - if you're there and you damage it, you get the loot!
Its not an absurd rule.. without youd have 100 lvl10's standing at the side lines not helping and doing 1 light attack at the end for credit.
it is. Because not everyone plays a damage dealer meaning if you're a tank you can easily miss out on loot and have no chance at getting it with a large enough group of people.
We have a free armory system now there's no reason to quest overland as a pure healer or tank and I'm saying this a healer main. Make a solo "DPSish" build and contribute to the event - nobody is holding you back in this situation but you. My instinct is to heal everyone but I can do both damage and healing in my solo build while still getting loot.
The problem with the armory system is that it isn’t as convenient as people might think. It kills players bag space. Because a support role player needs to carry all the “required” sets for all different content then all of the food, different potions, etc. My bag/bank space is nearly maxed out with tank/dps gear, the food and the potions required to run those builds.
Some players look at that fact and decide not to run muti builds. And the armory assistant doesn’t have any gear, food, and potion storage; making it kind of useless.
FluffyBird wrote: »I agree. This is unreasonable from design viewpoint, but maybe there are some stupid technical limitations. ESO's engine is as fresh as cabbage in draugr barrows
YandereGirlfriend wrote: »ESO has always struggled with finding ways to reward non-DPS players. It's evident in Battlegrounds, Cyrodiil, solo Arenas, and, as is cited in the OP, looting in various types of PvE contexts.
For healing, a simple stop-gap solution would be to also provide drops to the highest 12 players in terms of damage healed (though this might not amount to very much in the case of 80 players stomping on a world boss in 5 seconds...).
Finding out a way to reward tanks is even more difficult. Perhaps reward the top X players in terms of damage received from the boss? You probably would not want to tie it to taunting because otherwise you would incentivize players randomly spamming taunt on bosses which would be a bad scene for everyone involved.