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No drops from zealots' fire?
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Quote:
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Originally Posted by Razorblade
I was farming somewhere when i suddenly noticed that when the enemies died from zealot's fire they didn't drop any thing, i repeated this 4 times and no luck, they still didn't drop. Please any insight on this would be great, i have a good picture of what i'm talking about if anyone needs.
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J
Well here's my experience with the drops. This was all done solo ...
From Fisherman's Haven I went north to the Grand Drake just inside Tears of the Fallen(?). Killed him, zoned out, zoned in, killed him ....
After four kills he stopped dropping (as others have reported). So I mapped to Piken Square to kill some Charr. The first few didn't drop anything, but I persisted and eventually they started dropping again for the rest of the area, and continued to even after making a new instance of the area.
So perhaps it is something like "Kill same spawn X number of times in Y seconds = no drops for Z seconds"???
From Fisherman's Haven I went north to the Grand Drake just inside Tears of the Fallen(?). Killed him, zoned out, zoned in, killed him ....
After four kills he stopped dropping (as others have reported). So I mapped to Piken Square to kill some Charr. The first few didn't drop anything, but I persisted and eventually they started dropping again for the rest of the area, and continued to even after making a new instance of the area.
So perhaps it is something like "Kill same spawn X number of times in Y seconds = no drops for Z seconds"???
n
It's not skill based (at least not 1 in particular), it's simply seems to be a dynamic nerfing on drops if you run the same monsters/mob/area (speculating) repeatedly. Here's some screenshots:
A sample run with virtually drops at all:

A run or 2 later (the ones in between fared no better, either ZERO drops or 1 monster drop):
Moment right before kill:
Moment right after the kill:

You know, I haven't complained much about the changes up until now, but this latest one is really pushing it.
A sample run with virtually drops at all:
A run or 2 later (the ones in between fared no better, either ZERO drops or 1 monster drop):
Moment right before kill:
Moment right after the kill:
You know, I haven't complained much about the changes up until now, but this latest one is really pushing it.
K
t
He's blocking skills out coz he wants to farm and noone else should 
I've felt at times that the lower the group number the lower the drop rate. I've been on quite a few different sig cap quests whenever I have more than 5 I seem to get many good drops in perdition rock. I'd love if this was really the implementation, so soloers would actually get good exp but nothing else.

I've felt at times that the lower the group number the lower the drop rate. I've been on quite a few different sig cap quests whenever I have more than 5 I seem to get many good drops in perdition rock. I'd love if this was really the implementation, so soloers would actually get good exp but nothing else.

M
n
Is there a particular reason you need to see my skills? Telling people to "stop farming" is not a solution to the problem that this as of yet undocumented change is pretty severe.
In fact, this sort of dynamic drop control has been noticed in the course of less intensive 'farming' through simply exploring/clearing a map area and repeating that process a few times. Where do you draw the line?
In fact, this sort of dynamic drop control has been noticed in the course of less intensive 'farming' through simply exploring/clearing a map area and repeating that process a few times. Where do you draw the line?
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Quote:
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Originally Posted by thaumaturge
He's blocking skills out coz he wants to farm and noone else should
![]() I've felt at times that the lower the group number the lower the drop rate. I've been on quite a few different sig cap quests whenever I have more than 5 I seem to get many good drops in perdition rock. I'd love if this was really the implementation, so soloers would actually get good exp but nothing else. ![]() |
Why would you love for this, exactly? Is there some sort of sadistic glee to be derived from other people's frustration? Your good fortune is not universal, everyone's mileage varies, and statistically, you have a lower chance of getting good groups in big parties simply because of the way things are broken down/divided up.
I'm not pro farming, but I am anti-ridiculousness. The last thing we need is even more drop rate reductions, which will only force people to want to farm more, and then frustrate them when they realize that isn't happening.
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