Qualifying for loot
No.
Damage done doesn’t affect drops. Porous Bones drop a lot for everyone. If you want better loot, get gear with Magic Find %, luck stacks, magic find consumables, etc.
As for builds, just make sure you get enough damage to tag monsters. Anything above that isn’t necessary.
RNG and damage have nothing in common. There has been times when I only tagged mobs and gotten yellows. You’re just on a bad luck streak.
All of us who were complaining about the drop rates, were also supposedly on bad luck streaks
On a diffrent note, It really bothers me that It’s decided based on your damage if you tag a mob or not, especially since the dps diffrence between classes is HUGE!
It also explains why my guardian was getting even worse loot then my warrior, and why my fractal teams warriors were always flashing a crapload of rares and exos..
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
We need them to investigate this ^^ because I have found the speed of the kill can effect the quality. BUT my sample size is waaaay too small to count for anything.
My lvl80 Ranger always got the best quality drops killing something really fast or being in a group that was fighting close in proximity.
Solo killing vets or champs would not get me anything, white, or occasional blue.
Same creatures with a group of 5 and I could walk away with green or rare. Could be RNG but it also began happening when I levelled the support guardian to 80.
I just started a DPS warrior to test it out but it’s at lvl23 now.
Even if I did show this pattern on a small scale, sample size is everything and only the devs can see what is truly happening.
I hope they can integrate: buffs, boons, debuffs, conditions, heals, revives into the damage catagory when determining loot qualification.
Devs: Trait Challenge Issued
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
Again, damage does NOT affect drops. It doesn’t matter if you do 2000 or 50000 damage, as long as 2000 is enough to tag the monster, anything above that is unnecessary, and has no effect on quality of drops or anything else.
Game Director
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
Again, damage does NOT affect drops. It doesn’t matter if you do 2000 or 50000 damage, as long as 2000 is enough to tag the monster, anything above that is unnecessary, and has no effect on quality of drops or anything else.
Just want to quickly add that officially that is correct, damage simply determines if you qualify, doing more damage DOES NOT give you better loot. The fix we’re implementing should make it much easier for characters who trait/build for support to gain credit for loot drops in particular.
Thanks Colin, these are amazing news.
colin, we still dont have a reason to kill champ mobs.
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
Again, damage does NOT affect drops. It doesn’t matter if you do 2000 or 50000 damage, as long as 2000 is enough to tag the monster, anything above that is unnecessary, and has no effect on quality of drops or anything else.
Just want to quickly add that officially that is correct, damage simply determines if you qualify, doing more damage DOES NOT give you better loot. The fix we’re implementing should make it much easier for characters who trait/build for support to gain credit for loot drops in particular.
this is very cool, ’cause I just rolled a Guardian full support specced and I only get bronze or silver medals on events, since I mostly buff others, shelter others ecc ecc not focusing on “direct” combat and, yep, I get less drops than with more damaging builds.
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
Again, damage does NOT affect drops. It doesn’t matter if you do 2000 or 50000 damage, as long as 2000 is enough to tag the monster, anything above that is unnecessary, and has no effect on quality of drops or anything else.
Just want to quickly add that officially that is correct, damage simply determines if you qualify, doing more damage DOES NOT give you better loot. The fix we’re implementing should make it much easier for characters who trait/build for support to gain credit for loot drops in particular.
I’m wondering how this will work. Will credit start being given for successful control skills eg. knockbacks/wards/projectile deflection and nearby boon shares, things like that?
Resident Thief
I’m wondering how this will work. Will credit start being given for successful control skills eg. knockbacks/wards/projectile deflection and nearby boon shares, things like that?
Well the easiest and simplest solution would be to lower the minimum damage required for a tag. I’m betting on that one.
And I sure WANT to be wrong.
I’m wondering how this will work. Will credit start being given for successful control skills eg. knockbacks/wards/projectile deflection and nearby boon shares, things like that?
Unlikely, as that would encourage a rather single-minded attitude towards combat, that is pretty much the opposite of what’s intended. Even a heavily support-focused character should never not damage the engaged targets at all. That is not playing your character to it’s full potential.
The threshold of damage to qualify may be to high, but you simply shouldn’t be encouraged to not do any damage at all. That is not how GW2 works.
Damage done doesn’t affect drops.
From Colin Johanson
it is still possible to kill a creature and not do enough damage to qualify for loot
Damage does affect drops, but does it also affect quality is what I’m asking.
Again, damage does NOT affect drops. It doesn’t matter if you do 2000 or 50000 damage, as long as 2000 is enough to tag the monster, anything above that is unnecessary, and has no effect on quality of drops or anything else.
Just want to quickly add that officially that is correct, damage simply determines if you qualify, doing more damage DOES NOT give you better loot. The fix we’re implementing should make it much easier for characters who trait/build for support to gain credit for loot drops in particular.
A few questions about this Colin if you would be so kind.
How does this affect those of us that have solo’d champions only to receive no loot at all? It seems to me that if you solo something you should be guarenteed kill credit, but this is currently not what people are seeing in game.
Does this mean that a player needs to do a certain amount of damage over a certain amount of time? Or is there another factor that we can not see on our end?
Does this change mean that if you solo a champion you are 100% guarenteed to receive a drop of at least blue quality?
colin, we still dont have a reason to kill champ mobs.
You have a reason to kill champs. Guaranteed loot on a smaller table with a better chance of getting something good. Champs are also usually part of their own DEs or the end of a chain, so you have the karma, coin and experience rewards.
If champs dropped a guaranteed green or higher then people would sit at their spawn points and farm them habitually en masse and it would be insanely easy to create hard to detect bots, since the behavior is simply sit-wait-tag mob, which is what three dozen other players will be doing.
To break it down another way, again, Champs have a higher chance to drop better loot than normal mobs. So you can spend five minutes doing Shelter and have 1% chance of getting a rare, regardless of the number of mobs. Your chance is still 1%, you will still be there for the event for five minutes. Where-as a champion may take three minutes to kill but offer a 5% chance at the rare.
The idea isn’t to make them farmable, event replacements for guaranteed income. Its to make them worth players rallying around as they pass by because there’s a chance of getting something just as good or better than the event you were on your way to. It’s a pit stop at a slot machine with better odds.
People are seeing the word “blue” and not contemplating the reasons for it or considering time vs. effort vs. probability compared to zerg or fetch events.
Dragonbrand
If you get a blue, big deal! Salvage it for a chance at orichalcum ore or ancient wood. Boom! You just made 3-4 silver or got closer to an expensive exotic you could make (mystic, named, apothecary, etc)! Stop complaining people and use logic and use what the devs gave you: many ways to use the systems involved (legitly and without bots/cheating/hacking) to your advantage to find way on your own to make gold.
I usually sell my blues if they are not made of mithril/ori or wood. So all cloth and leather armor gets sold.
Greens you should be throwing in the forge over and over to get yellows for free ecto.
(edited by Yumiko Ishida.3769)
If you get a blue, big deal! Salvage it for a chance at orichalcum ore or ancient wood. Boom! You just made 3-4 silver or got closer to an expensive exotic you could make (mystic, named, apothecary, etc)! Stop complaining people and use logic and use what the devs gave you: many ways to use the systems involved (legitly and without bots/cheating/hacking) to your advantage to find way on your own to make gold.
I usually sell my blues if they are not made of mithril/ori or wood. So all cloth and leather armor gets sold.
Greens you should be throwing in the forge over and over to get yellows for free ecto.
to be honest where I see the problem is when a champion doesn’t drop even a gray and when a high level dungeon boss like Lupicus drops a blue only. Not going to ask for much, but if people will be going to invest 20 minutes to kill a champion the lowest end loot should be blue (instead of no loot dropping) and you should have a high chance of getting a green, then like 1/5 or 1/10 for a yellow (even a low level yellow).
Hi! Thank you all for your feedback. For easier overview and communication, we are closing this thread now.
Please use the following thread for further feedback:
https://forum-en.gw2archive.eu/forum/game/gw2/Loot-Drop-Issue-Confirmed-Feedback-Thread
Thanks for your understanding.