Rotlord

I've been farming in WPL for the past 4 weeks or so straight, daily, and never seen him on up on track - which I refresh every single time it pops. (If I saw him up you better believe I would've jumped him.)
 
I would really welcome the idea of a placeholder with a relatively quick spawn and say a 1 in 10 chance of the drop.


A horrible idea, such a droprate would be far too high.



If you could code it so that after you cleared the camp the next frenzied ould pop as *Rotlord and only drop the skin seems like a nice idea to ease this bottleneck (not the only one for SoF) a tad.
 
I've been farming in WPL for the past 4 weeks or so straight, daily, and never seen him on up on track - which I refresh every single time it pops. (If I saw him up you better believe I would've jumped him.)

i thought rotlord was in EPL?
 
I killed him once, I was pretty positive we were in WPL at the time. Then again I may be mistaken.
 
... How about leave Rotlord alone, and add a random spawn (Say 1 hour spawn time with PHs, not to common spawn) That only drops the skin?

So those working on the shield can camp the PH for the skin, and those wanting the phat lewt can keep to thier 3 day timmer (or what ever it is).

Keep the new NPC as similar Diff as Rotlord.
 
Idk, a 1hr PH with a 1-2% chance to spawn *Rotlord would be ok i think, which only dropped skin, and was the same exact fight as regular Rotlord. With the respawn being 1hr, and such a low spawn rate (about 1%), it doesnt seem game breaking.
 
I literally spent 3 straight weeks, checking 5+ tiems a day (other than new years eve/day), so i'd rather have a 1% spawn rate.

Unfortunatly for me, I had left this part for my x-mas break, hoping that since I had a retarted amount of playtime to commit to the game at that point, I would get it done. I can no longer log in and check even once a day, so sucks for me heh.
 
I've been bound in front of Rotlord for 6 weeks now and haven't seen him ONCE yet in all the times i've died or gated to bind EVER seems something should be done.......... Put up a placeholder or something? Just my 2 cents worth..............
 
I think those of us who are questing the Shield are merely asking for some means of getting the quest item which at the moment is a near impossibility.

A 1% chance seems a little low it could mean having to kill the placeholder 2-300 times if you are unlucky but even then it would be better than a 0% chance as now.

Ele
 
tbh, I think he should spawn as a 1 % chance after every worshiper kill (rust coding iirc?) there are 9-10 worshipers at the camp, not sure on the respawn, but that's a good 10 full clears on average to get him to pop, which I think is worth it.
 
And those of us whom have done the quest are telling you it is already super easy.

Seriously, for the power of Shield of Freeport vs. how hard the quest is, the shield is ridiculous. I'm 99% certain a GROUP of max tradeskill geared players with a sufficient amount of AA's can one group every mob involved with the possible exception of Lasanth, and even there I'm not convinced it cannot be done. Shield of Freeport is beyond DHK level in terms of loot in my opinion, and the quest and the bottlenecks that are currently in place are sufficient.

You insert a *Rotlord into the game, and all that is going to happen is a shit ton of shields is going to go into the market. Prices on SoF are going to go down. Prices are already as low as they should be on Shields of Freeport. End of story.
 
And those of us whom have done the quest are telling you it is already super easy.

Seriously, for the power of Shield of Freeport vs. how hard the quest is, the shield is ridiculous. I'm 99% certain a GROUP of max tradeskill geared players with a sufficient amount of AA's can one group every mob involved with the possible exception of Lasanth, and even there I'm not convinced it cannot be done. Shield of Freeport is beyond DHK level in terms of loot in my opinion, and the quest and the bottlenecks that are currently in place are sufficient.

Then lower the drop rate of the items and increase the spawn rate of the Mob. At least they would feel like there is a chance. That is how just about every other quest NPC is in this game. I thought I remember Venerate complaining about the same thing with Frost Giants/Dragons, which lead to the creation of the *(Mob Name) setup in Stormkeep and DHK. Making a camp difficult is one thing, but everything about this argument is a bonus to the farmers and not to the healers that benefit from the Shield of Freeport.

You insert a *Rotlord into the game, and all that is going to happen is a shit ton of shields is going to go into the market. Prices on SoF are going to go down. Prices are already as low as they should be on Shields of Freeport. End of story.

As you say this is a relatively easy quest, but many people I know have bought it rather then deal with the farmers. I could use the same argument you have been using to say that this is a relatively easy 12K of plat for the farmers.(If you can't beat 'em, just pay them off) For a class specific item tied to the lore of the server, that is pretty sad.

Make it a rare drop. Have a PH or Something so people can feel like they are working towards something. Not this artificial timer that benefits the farmers. In your argument above you are talking about the price of the SoF and how it has dropped. That is so far and away from the spirit of having a great healer item that can move with you up through the tiers.

That's just my 2cp.

Thanks,

Faldeney
65 Wizard
 
And those of us whom have done the quest are telling you it is already super easy.

Seriously, for the power of Shield of Freeport vs. how hard the quest is, the shield is ridiculous. I'm 99% certain a GROUP of max tradeskill geared players with a sufficient amount of AA's can one group every mob involved with the possible exception of Lasanth, and even there I'm not convinced it cannot be done. Shield of Freeport is beyond DHK level in terms of loot in my opinion, and the quest and the bottlenecks that are currently in place are sufficient.

You insert a *Rotlord into the game, and all that is going to happen is a shit ton of shields is going to go into the market. Prices on SoF are going to go down. Prices are already as low as they should be on Shields of Freeport. End of story.

I acknowledge that the "bottleneck" is needed. Most of the posts here from frusterated folks have even indicated that. Want to know how frusterated? I myself have been there (not logging in every 30 mins, but actually having a character sitting there) for 40+ hours over the last 3 days (72 hours) have not seen him. Add in the hours that other guild members have spent there when I haven't been on (easily over 12 hours) and you start to get the picture. None of us have even seen him yet!

I'll find out his spawn time, but then, what's to stop some asshole from kiping him from us while we are clearing to him or engaged with other mobs at the camp (even if we've been there for hours)? TBH, I expect this to occur with a static or very near static 3-day spawn timer. Something definitely needs to be changed here.
 
The Ubers just don't get this

The non-ubers are not wanting to make the quest easier

What we are saying is that ubers are so powerful and so dedicated to farming that non-ubers never get a look in. The Rotlord is taken down almost immediately he pops time and time again.

In some cases the non-ubers have been there but had the kill snatched from them as they were clearing.

All people are saying is lets have some chance of completing the quest.

I know that a Guild group should be able to kill the Rotlord but at the moment there is a zero chance because I cant camp a complete Guild group or reasonably expect them to be on 5 minute standby for a week.

We understand your need to farm why cant you understand our difficulty in getting the quest completed as the point has been repeatedly and clearly made but not taken onboard by some who keep thinking we are pleading to make the task of killing Rotlord easier. What we are asking for is the actual opportunity to engage the Rotlord in some way without having the mob farmed before we can blink.
 
It is not just ubers who kill him. I see groups of people killing him way more often than a duo.
 
The changes made to droppable gear some time back (plaguefang, lavascale) were intended to make easy-to-reach targets less viable for farmers, and drive them into dungeons where there is a more appropriate risk for the farming reward. I don't see any reason to leave this exception up, particularly if it is truly as overfarmed as it appears to be. However, I'm not really a huge fan of just making his items 'no drop' in order to favor the questers.

I would be in favor of removing the static spawn and implementing an extremely low spawn rate to match. That would allow the additional items to remain a droppable bonus for players doing the quest, and make it too painful for farmers to do it just for cash. It would also retain the bottleneck.

That's my 2 cp!
 
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