The irony is that currently, the group that does most damage gets the loot, but only the group providing the deathblow gets the quest kill credit.sotora wrote:That could be reduced significantly if kill credit got awarded to a group that did biggest dmg to lair boss instead of last hit kb.
I assume though that implementation of this system to quest completion is impossibe atm / hard / could not be implemented before patch ship date?
Same stuff was happening back in the day of T1 lair times when loot from bosses was awarded to those who did last blow. I even snatched few loot/kills like that from order myself haha
beastlord kill leech
- RyanMakara
- Posts: 1563
Re: beastlord kill leech for GMS/DEVs

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- Posts: 8
Re: beastlord kill leech for GMS/DEVs
yea that suks, and devs should do something...
- RyanMakara
- Posts: 1563
Re: beastlord kill leech for GMS/DEVs
Okay, I'll do something.pierotrial wrote:yea that suks, and devs should do something...
*folds a tinfoil hat and puts it on*
OK now that I have an immaculate understanding of writing game code as the alien lightning waves can no longer block my intellectual capabilities like they've been doing the past 200 years I can make it so that every individual player's effort will determine whether or not they get killcount credit for a quest NPC, be they in party or not. Tanks will get contribution based on the amount of times they steal aggro, and healers get contribution based on rezzes and overheals. DPS gets contribution for attempting to steal a deathblow, of course.

- GhostNappa
- Posts: 45
Re: beastlord kill leech for GMS/DEVs
Lairs are very casual friendly, if you only have a couple hours a week to be disappointed.

Re: beastlord kill leech for GMS/DEVs
See? I knew you could do it!RyanMakara wrote:
Okay, I'll do something.
Tanks will get contribution based on the amount of times they steal aggro, and healers get contribution based on rezzes and overheals. DPS gets contribution for attempting to steal a deathblow, of course.
Sounds absolutely reasonable and game mechanic-wise just brilliant and innovative to me! Well done, sir!

Re: beastlord kill leech for GMS/DEVs
So what about instead quest lair boss drop a token which you can turn in to armour piece, or there is problem how to sort loot so each party member get one?RyanMakara wrote:The irony is that currently, the group that does most damage gets the loot, but only the group providing the deathblow gets the quest kill credit.sotora wrote:That could be reduced significantly if kill credit got awarded to a group that did biggest dmg to lair boss instead of last hit kb.
I assume though that implementation of this system to quest completion is impossibe atm / hard / could not be implemented before patch ship date?
Same stuff was happening back in the day of T1 lair times when loot from bosses was awarded to those who did last blow. I even snatched few loot/kills like that from order myself haha
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Re: beastlord kill leech for GMS/DEVs
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...
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Re: beastlord kill leech for GMS/DEVs
Thank you for that. Made me laugh and I needed a good laugh.RyanMakara wrote:Okay, I'll do something.pierotrial wrote:yea that suks, and devs should do something...
*folds a tinfoil hat and puts it on*

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Re: beastlord kill leech
need more carebear.
The lairs are intentionally designed with Ganking, Griefing, and general fighting in mind. You're supposed to "camp" and farm the other realm. As for interrealm battles, Bah. 90% of the server has toons on both sides, so it's just fighting an enemy that you can't target honestly.
TRY to be somewhat intelligent people. If that DPS crew comes tearing in, and you KNOW that your tanks/healers are the reason they can kill it. Guess what? Stop tanking/healing and let them wipe. If they are pumping out that much DPS they'll take the aggro real quick. Let them die, then finish up. Or just /lol at them a bunch.
Everyone on this server has at least 1 toon they would like this gear on. So obviously, it's gonna take quite a while for everyone to get their chance. So what? I hear the same complaints in cost of Conq/Dom gear in this. Be glad the gear is on a quest and isn't on a Drop Rate. Otherwise you'd have to run each boss half a dozen times on every toon to get your class/RNG gear.
my only dislike of the bosses, is the same as nearly every PvE boss in WAR. Once you know how to game the boss, the battles change from nearly impossible, to a rinse and repeat level of simplicity, with lag, randoms, and ineffective team-mates being the only cause for wipe. I would personally, LOVE to see a potentially rotating attack system from Bosses. "Oh, did you figure out how to position this particular boss so it's easy? Well that sucks, cause this boss has 3 different attack systems that it randomly chooses from on each encounter... RIP" But I'm a bit of a masochist with games...
The lairs are intentionally designed with Ganking, Griefing, and general fighting in mind. You're supposed to "camp" and farm the other realm. As for interrealm battles, Bah. 90% of the server has toons on both sides, so it's just fighting an enemy that you can't target honestly.
TRY to be somewhat intelligent people. If that DPS crew comes tearing in, and you KNOW that your tanks/healers are the reason they can kill it. Guess what? Stop tanking/healing and let them wipe. If they are pumping out that much DPS they'll take the aggro real quick. Let them die, then finish up. Or just /lol at them a bunch.
Everyone on this server has at least 1 toon they would like this gear on. So obviously, it's gonna take quite a while for everyone to get their chance. So what? I hear the same complaints in cost of Conq/Dom gear in this. Be glad the gear is on a quest and isn't on a Drop Rate. Otherwise you'd have to run each boss half a dozen times on every toon to get your class/RNG gear.
my only dislike of the bosses, is the same as nearly every PvE boss in WAR. Once you know how to game the boss, the battles change from nearly impossible, to a rinse and repeat level of simplicity, with lag, randoms, and ineffective team-mates being the only cause for wipe. I would personally, LOVE to see a potentially rotating attack system from Bosses. "Oh, did you figure out how to position this particular boss so it's easy? Well that sucks, cause this boss has 3 different attack systems that it randomly chooses from on each encounter... RIP" But I'm a bit of a masochist with games...
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