New "fixes"
Weird feeling.
It seems like the hard core players (no offense to anyone) already got the drops they needed, then it was reported, and now that everyone is doing the captains/boss... none of the newcomers can get the same drops the "first come, first served" folk got.
Same applies to chests.
Again, that weird feeling, that "we don't want to ruin the market"... for some.
I do know that collecting and selling drops is how many players make their event money and later they do their RMT.
However, this is no reason to ruin the fun of the majority of the player base and make folk feel like only a few get to the goodies.
Same thing happened in the NL shard... BT.
Just my 2 cents.
Thank you.
It seems like the hard core players (no offense to anyone) already got the drops they needed, then it was reported, and now that everyone is doing the captains/boss... none of the newcomers can get the same drops the "first come, first served" folk got.
Same applies to chests.
Again, that weird feeling, that "we don't want to ruin the market"... for some.
I do know that collecting and selling drops is how many players make their event money and later they do their RMT.
However, this is no reason to ruin the fun of the majority of the player base and make folk feel like only a few get to the goodies.
Same thing happened in the NL shard... BT.
Just my 2 cents.
Thank you.
Comments
Overall though I agree with you that changing drop rates almost a month after it's been live to DECREASE drops is just bad practice.
The abundance of rubble is totally ridiculous or give us a reason to keep it.
Am I missing anything?
On the second run, I got 31, including from the satchel, with around 20+ people at times.
Both of these were for all 9 commanders and the boss, and both including fighting, rezzing, and healing.
Normally I'm running 15-20 (or more), with or without satchel.
If they were going to drop the #, I wouldn't mind 4 per if it was consistent, but if it's going to end with 30 or 31.....meanwhile the multiboxers/bots/auto-followers are cleaning up there and in the dungeon....I love the event, but that is such a massive drop after almost a month.
Why a month in? It's not like they didn't know we were getting the drops that we were a week into the event.
It seems changed...for the better or worse depending how you look at it.
I played roughly 1.5 hours this morning and got more turn in chest drops than previous times playing longer hours.
I say better or worse because the ingredient chests seem scaled back to more regular gem chests.
It seems kind of weird to me they have seemingly backtracked. When things first kicked off it was presented as an event that allowed multiple playstyles the ability to "get stuff". They allowed crafters to get drops from bombing the gates and allow thieves to get them from chests if that's your playstyle and they made it so that you could fight the commanders (ie boss type things); in addition to the regular ToT dungeon crawls. I think that was a great move by the Dev team. It felt good to be able to do the first 3 stages for the length of this event and feel like I could get everything I want.
Now a month later they are decreasing the drop rate for a single stage (that by the way is one of the shorter parts)? Feels a bit cheap.
For me, the first month made it worth running around trying to find the HP bar of a commander and spamming flamestrike that is only doing 4hp damage and sticking around until they die to max out my damage... but if each commander is only going to give 4 drops per then I'll just cast a few spells for credit and move on (if I do them at all). In case any of the Dev team is paying attention... capping the commanders at 4 drops per toon is the EXACT reason nobody fought them down in the hives during the last event... every single time (on ATL too) they spawned people completely ignored them bc they weren't worth it.
While I think yes, the drop rate was somewhat broken and random before this, sometimes I would get 2-4, sometimes I would get 16 - it absolutely balanced out for me. I knew other's were farming the dungeon 24/7, with WAY greater returns than me, so it almost felt intentional that the drop rate was higher on those mini bosses.
When they opened the solen hives in the past event, I thought wow, they made it accessible for real players.
This event - they did the exact opposite.
This just makes me want to take all my vendors with ammo and barrels down and go home.
I've done stage 1-3 the past 2 mornings and managed to do it today mid-day and it seems like this "fix" did nothing but hurt legit players. I'm seeing blatant multiboxing of 1 toon leading 5/6/7 followers (maybe it was more covered before because there were more people in general) and when you do the math they are still getting 30+ drops (accumulated) from EACH commander whereas the regular casual player is getting that for the entire round since they only get 3 or 4 drops per commander. When I was walking away with 50+ drops from stage 3 I wasn't concerned about the multiboxers because I was getting what I felt was a fair amount of drops for the level of effort.
That said, the "fix" has also removed any motivation for anyone to actively fight (as hard as possible) each commander. Last week I was taking my toon and trying to max out my damage & heal as much damage as possible in an attempt to get a bump on drops... sometimes that resulted in just 4-5 drops but sometimes it got me like 10-12 which made it worth it, but you couldn't just sit there and do nothing to get 10+ drops (I tested this). This week, I just go and cast a few thunderstorms or earthquakes and then just sit back and do nothing because I'll never get more than 3-4 drops... feels cheap but what's the incentive to do anything more? More drops for being more active solves that problem, but the way it is now encourages lazy play..
Now 30s drops.
On Atlantic you were getting 50s 60s drops per session.
Now 30s to 40s.
Noticeable difference.
Just did Atlantic Commanders. Only 33 drops. sad.
Nerfing the funnest part of the event is not Kool @Kyronix
Also just to clarify people were not getting 200 drops per round... first off they can only carry 125 items total (I did many runs and people were not leaving) and that would mean people needed to get 20+ drops each commander...sorry that was not happening. If people were getting 80 drops in the 45-60min of game play; that's about equal to being in the dungeon for the same time period using luck.....let's keep in mind stage 3 happens MAYBE 4 times a day max. That's equivalent to doing a full 4 hours of a single stage. They nerfed one of the more fun parts of the event, IMO... I'm just glad they gave us a month of fun. I will not be doing the commanders nearly as much anymore, I will most likely just do the gate for drops and then hang out in the middle of the city waiting for the champ.
If this was happening exclusively on Atlantic, why does every shard need to be gimped too? The turn-in rewards are shard bound, as are the turn in drops. Outside of Shadowmane, none of the items get to touch the "market" outside of their own shard, and Shadowmane is going to be massively devalued anyway come The Shattering.
And yes, I have screenshots from Atlantic of people getting 20 drops on a single character from a single commander.
16 shown on this one:
And one of me getting 11 drops on chesapeake. Highest was 13, I could consistantly get 9+ per boss before the fix because there was a way to pretty much guarantee the high drop numbers.
So do people think it was fair for people on Atlantic to get 100+ drops per run and people on Baja getting 50-60? Now it's fair across the board.
These changes do not benefit the bots.
Again you bring up another valid point; people that are multiboxing don't care because they are running 5+ accounts at all times so they are getting 150+ drops each round regardless.... meanwhile the poor sap that is trying to play legit with just a single account is maxing out at 30ish. I'd still get up to 10 drops on Origin depending on how many people were there so it wasn't just an ATL thing. I've played both ATL and Origin and the Commanders take longer on ATL because of all the people and the damage drops to just 2hp per hit so IMO the extra drops were warranted compared to Origin where I'm still hitting flamestrike for 100hp until they die.
Bottom line - the more active players are the more drops they should get because this encourages playing AND helps the single players that are active. Devs need to stop nerfing the game for legit players and stop catering to greedy players looking to profit (ie botters/scripters/etc).