So, is this how Devs see Watermark farming?

Zergs lower the drop rate, the drop rate is for both chests and Monster drops, the drop rate for chests and Monsters is NOT separate from each other.

Combat in this game doesn’t offer nor reward skillful gameplay.

If you ever wondered why they started making instanced content look no further than the Zerg trains

You actually get more loot with less players

my observation:
-combat doesn’t reward skillfull gameplay
-combat does not punish bad gameplay (melee dps that put themselves in the cleave of a boss expect to be healed, and now that lifestaff has been nerfed, its next to impossible to do so)
How to fixendgame grind:
“open world dungons” like myrkgard malevolance, reekwater elite zone should become dungeons, limited to 5, with easy to craft orbs. (and i mean easy to craft)
by making it “open world” ags made the end game grind a joke (namely zerg)

The drop rate on chests is 100% not in any way affected by the proximity of players around the chest.

The “High water mark” system effects the drop rate of gear 500-600 as a whole regardless of it’s drop location the loot pool for this system is every piece of gear 500+ so when they make a change that effects the HWM system then it effects both the chests and the bosses. They would need to specifically change the Elite Bosses themselves for this to only effect those entities and nothing else but they didn’t do that.

I’m not finding a source that backs up your statements; where did you get the info from? Most people disagree with you, in that chests are not affected by the number of groups nearby, the way monster loot is. Maybe if people could stop stating their speculations as fact, or legitimize a claim with proof, I could more easily sift through the garbage to find the truth.

I would like to know the real answer. If you don’t have it, don’t pretend to by posting this here. If you do have it, prove it to me with the source you read. Thank you good sir.

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