Showing Posts For Ramus.2546:
Saw this post on reddit and came to give my support as well! Hopefully someone at anet sees this. It’s shady and unethical, the GM obviously cares more about getting his way and being right, rather than helping you. There is no reason they can not prevent this from happening in game either.
I’ve been reporting them as botters since day 1.
If I see the same person AFK for two full matches, I’ve been reporting them using the botting tag.
I really wish we had a way to report afkers specifically.
What if the person in question was actually AFK and had no time to leave Dragon Ball because of something urgent? It happened to me a few days ago and ended up being AFK through a few matches.
No.
The best thing about Dragon Bash is getting enough achievements to be done with Dragon Bash.
Yea, except that this “heavy RNG” just started mysteriously after the patch. A lot of us farmed for hours during the two days before the changes, and there is definitely a difference in coffer drop rates. It was very consistent before the patch. But hey, they said the same thing when they nerfed skelks into the ground and suddenly the T6 was barely dropping from them. No big surprise here.
This really doesn’t change anything with AOE damage, it just makes us wait a few seconds to group them up and go wild.
I have a feeling DR is being applied to them now, or they were just stealth-nerfed like skelks drop rate in southshore. I am definitely getting less coffers per node and if map chat says anything, so are others.
I don’t like this change.
1) In a level 1-15 zone I’m having some problems killing the mobs with my level 22 thief. I still manage to kill them by using rally at my advantage but sometimes I die.
That’s because the changes were pretty obviously balanced around a zerker warrior, not the other 50% of the game players.
All this has done is push people into farming lower level zones with mobs that are still one hit. The HP increase was not needed on top of the invulnerability.
I wait at holograms for someone to spawn, and then I hit the holo right when they start moving and 100blades every mob to death in front of their eyes, and then I bathe in their tears while chewing down delicious taffy and swimming in jade tickets. Your etiquette means nothing to me!
Because the losing award is so bad, and it all comes down to the team that zergs best, people would rather just quit instantly than waste time playing a losing round. What I don’t get is why there isn’t a 15 minute block for quitters. Also increase the losing team to 5 candy or a random chance to get a coffer based on the score, it’s insane that wasting that much time results in a reward that can be gotten from hitting a dragon pinata instantly.
penalties jsut hide a crap system.
the problem is not that people quit, its because they want to because its not worth staying.
Yes… which is exactly what I said. Losing reward is just stupid right now. Theres no reason to play a losing game. But on top of that being fixed, people shouldn’t be able to quit losing games with impunity.
Because the losing award is so bad, and it all comes down to the team that zergs best, people would rather just quit instantly than waste time playing a losing round. What I don’t get is why there isn’t a 15 minute block for quitters. Also increase the losing team to 5 candy or a random chance to get a coffer based on the score, it’s insane that wasting that much time results in a reward that can be gotten from hitting a dragon pinata instantly.
It’s pretty obvious that someone(s) is/are playing the market right now and buying up all the F&F dyes.
This is ridiculous. You can still farm extremely efficiently in southsun cove. If you know where to look and how to farm, it’s possible to find 20t6/5 crates an hour with 350% MF. Even after this ‘nerf’.
There was an area of the map which was completely bugged. There was a spawn area for skelks where about 20 would spawn just outside of the map, but you could still see them, and if you had long enough aoe range you could pull them all. It was obviously a bug, and it has been fixed. But it has not affected in any way the efficiency of farming before the patch (assuming you didn’t spend all your time on that 1 beach, running around tagging skelks).
Have you actually farmed skelks since this patch hit? I am not sure what you are talking about above, because I do not abuse exploits and that sounds like one. The biggest nerf was to the beach just north of Pearl Islet. There was no exploit there, it was just fast spawning/dense clusters of skelks. Now there are half the skelks, with a longer spawn time. Not to mention all of the reports that the drop rates were also changed. There is no way you are getting as much T6 now, as you were getting before, on legitimate skelk farming paths. I just did 45 minutes @ 300% mf and got 5 T6, a bunch of T5, 0 yellow, 0 exo, 0 crates, 15 or so whites, 6 blues and 3 green. I’ve farmed here enough days to know that isn’t “RNG bad luck”. The best run ive had since nerf was 1 throwaway settlers exo, 1 yellow, and 5 T6 in about an hour.
Time to go farm CoF1 I guess.
(edited by Ramus.2546)
I was able to find a route with skelks in southsun that gave me just about as many kills per 30 minutes as the old spot used to. I got ONE t6 mat, one yellow, and not a single green. A bunch of t5 and some blues. Everyone else that has tried to farm skelks is saying the same thing. There is no way that this was a “density” fix only, their loot tables must have been changed as well.