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#451
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Well that's not entirely true. For TMO they have stacks and stacks of epic pieces that they sell. Those epic pieces are what many mages, SKs, necros, bards, and wizards desperately need to finish their epics. TMO doesn't even have alts that want the pieces but TMO will continue to kill these targets to keep the loot from others. You can't really lump FE into that situation.
That's probably the main source of this heartburn. No one in the 90% thinks they are entitled to the loot, they just want to complete an epic and fight the encounter because that's what this game should be about. I'm willing to bet that Rapture, Taken, Div, FC and whoever else can kill CT given the opportunity sans interference, but planar encounters especially are a complete shit show that usually involves a lot of "trains" and not a lot of discipline. So what's the fix? People have offered numerous solutions but something has to be done. Either try something different or at least police these encounters properly. I'm hesitant to lead BDA into a CT encounter even if we have the head start because I know someone will walk in and trigger a DT cycle just because its apparently SOP, and then we'll get trained and they'll say "god BDA is so bad always training themselves" when everyone how this stuff usually goes down.
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Monk of Bregan D'Aerth
Wielder of the Celestial Fists Quote:
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#452
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![]() Bullseye- Ranger God's Work Godspeed- Bard God's Work | ||
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#453
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Quote:
Secondly, our motivation isn't to keep you from getting loot (as much as you fantasize that it is) Most mobs drop some epic pieces commonly and other rarely. Its those rare ones we need. Or just rare items off those bosses in general. | |||
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#454
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Velious is the answer, and removing variance when velious comes out. Always has been, always will be. | |||
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#455
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Monk of Bregan D'Aerth
Wielder of the Celestial Fists Quote:
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#456
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I'm a player and I suggest you plan on raiding.
/thread | ||
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#457
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#458
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Tokens given out any other way than random rare drops would be abused. Alts in guilds would form multiple guilds to allow maximum chance for tokens. Say tmo1 tmo2 tmo3, you get the point. I think random items that are used to remove enraged state of raid mob should drop. All raid targets spawn in an enraged state (hits for 100000000000 and hp10000000000000000 unkillable until item makes it normal) varience would not exist any longer, would spawn as it would in classic. I think they should have a chance to drop off ANY mob level 20+ in the game with only one per spawn cycle, after one is found during a certain time period no others will drop until it is used or poofs. The items can't be saved, will poof after normal spawn cycle of raid mob. This alows it to be used trying to kill the raid boss. After it is used either the guild kills the target or it is left standing for the next force ready. Same rules if a guild was to fail at killing a boss now. The enraged state is gone until next cycle. Anyone in game would have a chance to find an item to remove enraged state. It can be traded. No more poop socken, no more headaches for server staff. If some sees a flaw in how this could be abused please do tell. | |||
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#459
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^ I'm having deja vu about porigromus' post, feels like I read it yesterday somewhere?
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