This has been bothering me for a while. Dragon Hoard enchantments, Fey Blessing, Wanderer's, etc all require you to KILL an enemy.
In a dungeon, the support classes are equally responsible for a fast clear...why are they only receiving 5% as much refinement?
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Doing solo content is more difficult for supportive classes or rather supportive build characters indeed.
I would argue that buffing and debuffing is the thing that enables damage dealers to really do their job, but alright.
The good supports walk a stony path to do their solo content, just remember you are doing the right thing.
Best thing is to play with friends, guildies or alliance partners - life is easier that way.
Example: I have a full suite of rank 12 utility giving me a 25% chance to turn a dead enemy into refinement. 3 of my teammates are all running 11s for 20% each, and the last teammate only has 5%. So when an enemies dies, I would expect to get it 27.7% of the time, the 3 other teammates 22.2% and the last guy 5.5%.
Obviously they would need to adjust the internal cooldown in dungeons since we would all be sharing drops.
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people do not want to play anything but the killers in parties anymore as they want to get refinement
It would seem obvious while in a group all members of a group should get equal credit for all things killed when it comes to things like Hoard Ench or Wonderer's fortune
Otherwise people have to not group if they want their support classes to get drops
Or if they lucky enough to have a 2nd dps char they either try to find a group where now it is harder to make one with no one wanting to play DC or sometimes OP and the new groupfinder forcing a group to have these classes.
Guess it is better we got it now as it is then it being held back until it was perfect
It would be nice to see someone say it is a issue that will be fixed in the future tho
And even then people do not understand how to take advantage of private queues.
The reality is the way a lot of people play the game it is easier to get into dungeons as support classes no matter what method is used.
Anyways, I don't understand why this hasn't been fixed. Just assign a dice roll after the mob has been killed, based on the party members' enchants.
Every kill matters for every group member
When it a group all chances of drop for kills are divided on the number of group members.
You got a 10% Hoard with a 4% WF
In a group of two divide that by 2 and count every kill. (5% Hoard and 2% WF)
In a group of three divide by that 3 and count every kill. (3.33% Hoard and 1.33% WF)
IMO they truly want to encourage grouping...seems like they do....then this is an obvious direction path for evolution. Resource management may not allow it to get done for a certain amount of time but it should be on the list of things to do.
Right now the dps are getting an insane amount of drops in groups.
Since most players are dps then I am sure most players are happy about the current way of things.
It gives even more reason for players to stop playing support classes and start playing dps
Which touches back on the que system which is already having slow times for dps
If anything you would think they would come up with some kind of system that favors the support classes so more people play them and then TADA!! Shorter que times for everyone
If you really have "8 characters" you would know how much more a gwf sw cw etc get in a run...its night and day when I switch from my cleric to a dps.