moghedancarns
Dalayan Beginner
You are correct, that statement was uncalled for and in no way was helpful to the arguement.
I will remove it.
I will remove it.
rab said:Tasradur of the Depths (Kedge)
--He is a pain to get to but has really nice loot and a high chance to drop relics
Taraztu the Demonologist (RSM)
--Pretty easy to get to but his AE is annoying
Parcelan the Devourer (Necropolis)
Yinazra
EDHK minis and WDHK nameds
WW Dragons
EW Giants
SK Giants
Allielyn said:It has to do with a lot of factors.
For one, it's MUCH more convenient to have a SK port neck than it is to have a DHK port neck. DHK is off on its lonesome corner of the world, the port in isn't next to a zone out, etc. SK is pretty centrally located in the Frostfang portion of the world, it's closer to a portal, and it's right next to the EW zone line, etc.
For two, it's appealing to be able to have a port neck of some sort - and the more port necks the better, in terms of getting around. If the whole guild kills both sides, then nobody gets a port neck. If people pick sides, then you get whining regarding choices of raid targets. It's easier to manage a guild on one set of faction.
For three, all the raid mobs in DHK are all just a little more easily accessible than the ones in SK/SE, if only because you really only have to learn one zone (DHK) instead of two (SK/SE), and it's conveniently split up into wings between tiers.
For four, it's tradition, really. In the past it was a clear decision between the two. Now it's pretty evened out, but everyone's used to DHK is all.
They all seem like little things, but when you add them up it's clear why some people still have a preference for DHK even though they're pretty evened out. Those guilds that go against the grain and break out of that mold will have a different experience, but I think it'll be fun all the same.
SprintFun said:Those reasons are pretty weak, I've never ran into one of them in my 4 months of no being on a faction. The real reason is because ndhk gear, ecspecially tank gear (even post revamp), is superior to what drops in SE/SK. I can honestly say Escu and Steel would never have been able to progress half as far as we have if we stayed on one faction. I'm not going to go into the benefits of it because that would spoil our fun, but jeez you people must play this game blind-folded...
Allielyn said:Of course, I said they were weak. But when you add them up some people get a preference for one or the other.
And yes, you cam progress faster if you kill them both. But not all people like to screw faction all around, and they have their (legitimate) reasons. And when some of those people are in your guild, you're going to have problems. If your guildies don't mind, then more power to you. (I just hope those SK/SE baddies chew you up and spit you out. Go GIANTS!)
Your point still disregards the fact that almost all of the easily accessible targets in this tier give Droppable loot, and almost all of the hard-to-reach targets (so hard to reach most guilds ignore them) give No Drop loot. Do you think this is appropriate? Please check yes or no.
Tempus said:IMO allie it is backwards. It should be hard to get to a mob that you can 1 group farm for sellable items, and it should be easier to get to entry level raid mobs with no drop armor.
But either way the targets are there currently you just have to find them up and take them down.
Don't forget that in addition to uber guilds 4man'ing raid mobs there are other raid guilds getting new members etc equiped that are hunting the same level mobs you are atm.
hooden said:As a person involved in the entry-level raid scene, I have seen first hand that pickings are pretty slim for the most part. While I don't know of all the targets out there, I know of a few good ones that drop quite nice upgrades for a force on the rise. Some of these targets are in dungeons, and do take a considerable amount of time to work up to.
On the other hand, there are a few targets out there that are simply out in the open. The first two that come to mind are Gnok the Silverback and Ancient Wind Torrent. There are a few others, but I will use these as examples. Unless I am very much mistaken, these mobs are meant to be entry-level raid targets, or perhaps slightly just above entry level. However, it also happens that these particular mobs are not only easy-access, but they also have droppable loot. Undoubtedly you likely see where this is going.
I feel that these mobs provide an excellent challenge and a fun event for a guild trying to get some action. But much to the demise of those who actually seek these kills for upgrades and a challenging fight, these mobs seem to be incessantly farmed just so their loot can be sold on the auction block. I have no problem whatsoever with people trying to make coin; that is not my point at all. My concern is that these mobs are excellent entry-level raid mobs, but do to the fact that they have droppable loot they are being trivialized by people one grouping them and auctioning off the goods.
The most obvious solution to me would be making the items from these mobs no drop in an attempt to deter farming for the sole reason of making some coin.
Thinkmeats said:Send em to Daddy T and the fish dude, make 'em work for it.
Wiz said:I'm going to tag a few mob drops like Gnok, AD and Lavascales NO DROP. I'll be making Taraztu's stuff droppable, and I'm going to look at adding a second dungeon with a very high difficulcy level and low-raid class droppables like Highkeep.
Waldoff said:Sounds awesome. Could we get a longer no drop pending grace time with these though? Maybe a week or two at least?