Is there a drop-chance nerf after a certain kill count?

Is there a drop-chance nerf after a certain kill count?

in Players Helping Players

Posted by: kaesebrezen.3104

kaesebrezen.3104

Q:

Some guild mates and i noticed while farming Cursed Shore defending events, that after about 4 of those events our item drops go to a very very low amount.

So my question is:

Anybody else noticed their droprate going down over time?

Is there a drop-chance nerf after a certain kill count?

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Posted by: Shimond.2478

Shimond.2478

Not me, I farmed harpies for blood for a couple hours with no change in drop rate.

Is there a drop-chance nerf after a certain kill count?

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Posted by: Uberlicious.3956

Uberlicious.3956

not i , i did however notice alot more junk drops over the last few days in WvW drops instead of badges and armour

Is there a drop-chance nerf after a certain kill count?

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Posted by: SnakeAes.5328

SnakeAes.5328

Some guild mates and i noticed while farming Cursed Shore defending events, that after about 4 of those events our item drops go to a very very low amount.

So my question is:

Anybody else noticed their droprate going down over time?

I know that this was a mechanic in the original Guild Wars – if you farmed an area for too long the game would intentionally give you diminishing returns on your drop rate, but it would always notify you when that occurred with a hint window.

I haven’t seen, experienced, or heard of anything regarding whether the drop-rate is affected in GW2 though.

“Victorious warriors win first, then go to war;
defeated warriors go to war first, then seek to win.”
- Sun Tzu, The Art of War

Is there a drop-chance nerf after a certain kill count?

in Players Helping Players

Posted by: kaesebrezen.3104

kaesebrezen.3104

Not me, I farmed harpies for blood for a couple hours with no change in drop rate.

The difference is, harpies are single pulls. Defend events usually are 10-20 waves from 15-20 mobs, and that in 5 minutes.

I’ll explain the problem with cursed shore:

After you cleared the main event (opening arah) and both temples, the zone is reduced to either
1) Kill champions – this isn’t worth it. No additional rewards, but due to insane hp take ages.
2) Do the defend events.

Would Arena net have replaced the main chains with fun events, and not mass mob spawn def events, it might be different. But they decided for a very boring replacement for those chains.

@Snake: If there was one in GW, then i’d say we might have one here too.