And No idea why SE didn't disignate fate rule in that diadem's fight.
If you weren't kill mobs on premises you couldn't able to get chest.
Resolving issue is simple as piece of cake.

And No idea why SE didn't disignate fate rule in that diadem's fight.
If you weren't kill mobs on premises you couldn't able to get chest.
Resolving issue is simple as piece of cake.

The fact that people are jumping in basically saying this isn't a problem because of their EPIC EPEEN just shows how much of a problem it really is. The current design will fail every time if you get all the groups in a Diadem and cooperate together. Its not a DPS problem but rather a damage threshold issue where each group needs X damage, Mob has Y hit points and, Only Z groups can actually achieve said threshold before other groups dont' get credit. I've seen times where only the group who tagged the mob would get credit because too many groups took an even chunk from a smaller mobs hit points (in hard).
This is a functional problem, which can be reduced by only having 3-4 parties working together max. Or by having more raw DPS (primarily with direct hits and NOT DOTs) than other groups. Again these are all artificial problems where people are contributing and should be getting chests but bad design blocks it.
Mama Kat of Terra Salis on Ultros: http://terrasalis.guildwork.com/
My Youtube Videos: https://www.youtube.com/KatrisaAshe/videos
Terra Magazine Articles - http://goo.gl/t7mwll



This happened to me, I was healing my ass off trying to get credit for my team while everyone was flying down to the monsters and we got one bronze coffer from a lowbie mob... >.>. WTF seriously, this isn't like a NM or HNM at all.

Good news they have accepted the last bug report! It did not get shot down this time.
Likewise our FC validated last night in Diadem hard with our 24 man group that if we stay away from all other groups we had zero problems with chest drops. Even when we had a group missing two people (gathering/afk) they continued to get all chest drops without any issues. Likewise we did not have issues with dots going nutty or not showing up. We'll continue to do all of our runs like this until SE puts in changes. We were quite efficient too and secured 81 kills, 5 NM kills and 5-6 gold chests which appears to be similar to what zerg DPS groups are seeing on our server. Killing was slower but since every group was getting 100% secure it was a non issue.
Again there were no issues when one or two people were gone from the groups. And we didn't have to focus focus on DPS. We were able to easily off tank adds, control groups away from a star mob, keep agro off healers, heal other groups etc. The experience was what I would have expected as fun and optimal. We did this on the bottom left island. Next time we'll try a Dino island away from the other groups. So you can definitely avoid the problem without having more "leet DPS" or having all 8 people active. You just can't have too many groups in the same spot causing the damage thresholds to break for the lower damage groups due to the lack of a scaling threshold when too many groups attack the same mob.
Mama Kat of Terra Salis on Ultros: http://terrasalis.guildwork.com/
My Youtube Videos: https://www.youtube.com/KatrisaAshe/videos
Terra Magazine Articles - http://goo.gl/t7mwll
Another factor with mass groups is people can get knocked off the threat table by provokes done by the other groups. We saw this happening in our last run. There were too many groups on Triceratops so even with everyone attacking you would have people in your group not on the threat table at all. If the person not on was a tank they could provoke and get on but doing so knocks other people off. It really needs to be fixed so everyone can have their contributions counting and their dots counting. Since 9 groups is what can be in a zone then 9 groups need to be able to function even if they all go to the same area.

The issue with credit, is something that can be debated to actually be an issue. If you are not getting credit for mobs, you could perhaps take your party to another location and fight them elsewhere. The map is a giant, you don't need to have everyone go to the same location. It reminds me a lot of the Slaughter mode for PvP when they introduced it.. such a giant map to make use of, but everyone ended up just staying in the center for the entire game.
If they increased the amount of coffers you could find by slaying different kinds of mobs, adding more objectives to slaying and gathering, adding chests and other things that can be interacted with in different parts of the map... heck you could even put FATEs or something, where credit is based just like a FATE and this would encourage players go move around the map.
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