New "fixes"

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Comments

  • keven2002keven2002 Posts: 2,514
    edited July 12
    I will be eaten alive for this but I think this fix was on point. 

    A guild mate got 16 drops from a single captain. Getting 16 drops after 2 minutes of fighting is wrong IMHO.

    Personally, I would settle for 5 drops per captain. 4 drops per captain is not that much of a miss. I think the dev team is doing a great job with this event and the changes so far. 

    As for the other, dungeon is too hard crowd, maybe the devs can tune down the paragon monster hardness a little bit. I think the paragon amount is about right, but yeah maybe they can make them a bit easier to kill? Would that make the dungeon better for you guys? 

    At the end of the day, this is a 2+ month event. You have to fight things to get drops and fight you shall! That is the purpose these events. 

    Just my 2 cents. 
    I think this post is a bit contradictory because you think stage 3 (limited to 9 captains every 5ish hours) was "too generous" but you want to "tune down" the dungeon stage difficulty (ie the longest part) to make it easier (ie more drop). 

    What I think many people are missing is the reason this event is different/better than most others when it started was because it allowed people to collect drops in more ways than ever. People that typically didn't like the grind of the dungeon or don't have hours on end to play are given an option in stage 1-3 to collect drops....and I don't mean in the "play a thief to get drops" way where you are only getting 15 drops an hour. This "fixed" nerfed that so that the dungeon is once again the primary way to play the event.

    I don't have a problem with the dungeon the way it is.. the Dev team has done a pretty good job IMO at zeroing in on the right amount of spawn and they switch up the big monster every round so we aren't stuck with ancient hell hounds all day/every day. Personally, I was getting around 80-100 drops for stage 1-3 on ATL (helped bomb the gates etc) and this took about an hour. If I go into the dungeon and play for an hour straight with my sampire or weaver I'm right around 100 depending on what the main baddie is and how many ppl around. That original "mix" felt right to me as someone who doesn't multibox/script based on my hour of play because it very close in drops AND scales based on how much you participate.

    Here are my 2 biggest issues with the "fix" (ie nerf). 
    1. Keep in mind that stages 1-3 in their entirety are MUCH LESS than stage 4... so people will only get a chance to do stage 1-3 for about 3hours worth of time a day compared to 12+ hours in the dungeon. 
    2. The only people really impacted by this are the legit players only playing 1 or 2 accounts (ie bard support type) which if you combine this with the fact they aren't taking any action against even crappy/blatant multiboxing; that sends a pretty clear message IMO that 
    It was fine the way it was and there still would have been plenty of people doing the various stages the entire time even though numbers might have eventually dipped due to the multiboxers making their money (because legit players would be able to get their own rewards). 
  • VenomVenom Posts: 111
    There is a balance to this, I believe. I understand if people were getting 200 drops during the LT run, I could understand "fixing" that -- however, my perspective is they went too far in ensuring less drops. Personally, I never had a 100 drop run with the LTs despite doing it probably a dozen + times. I did use luck potions twice (pre-nerf) and saw no increase. I always had looting rights and all that.

    Ensuring people didn't get 200 drops while not greatly reducing it can be done. 
  • __Psycoder__Psycoder Posts: 40
    @keven2002 sorry buddy, I was wrong. You were right. 
  • poppspopps Posts: 4,189
    While 10+ per captain might perhaps be too much, 4 I think is way too little.

    They should make it like 6 per Commander, possibly 7 drops per Commander.

    So, if really some players were getting 15+ drops per Commander the fix was needed but the number of drops was made too conservative now, IMHO.
  • LokeaLokea Posts: 237
    popps said:
    While 10+ per captain might perhaps be too much, 4 I think is way too little.

    They should make it like 6 per Commander, possibly 7 drops per Commander.

    So, if really some players were getting 15+ drops per Commander the fix was needed but the number of drops was made too conservative now, IMHO.
    If you fight hard or your pets do, and not just a run in and drop a few arrows or spells, 3-4.  Add in 1-2 more for healing and rezzing others. Max total of 6.
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