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Originally Posted by Alas Poor Yorick
In that case I was probably wrong about that code being around before loot scaling - as I mentioned, I did not do a lot of AoE type playing before the nerf.
In any case, whicle I am glad loot scaling itself no longer exists, this AoE problem is something ANet needs to look at - it sounds like it is really discouraging a lot of monk and elementalists as they try to play the game. If this goes on too long it will mean lost customers for future games.
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The code that reduces drops from multiple kills in a short period of time was
not around before loot scaling. I used to do some "casual" vermin farming prior to loot scaling and basically every kill dropped something, now it's around 1 in 4.
My assumption is that this is not a bug (it's a feature

) but it is intended to discourage farming.
As an aside, and given the large thread on Community Relations, this is one of my big problems with ANet's CR strategy. I want to know how loot scaling works so that I can decide how to play. When and how the bad guys drop loot should not be some kind of secret!