Hello, I am a non-farming casual Ice/Lightning mage. It was already hard recruiting for LHC reindeers to begin with (usually takes me an hour or does not happen at all for the day). Now there's even less people who'd be interested in running reindeers w/ me. F/P joins bearwolves runs. Bishops joins all boss runs. I/L is purely single-player unless you have a cute guild like Cuddles who let you tag along. I completely understand the nerfing of LHC multi-mage farming is necessary. But I feel like the recent change of -50% of more than 50% damage by blizz/meteor/gen affects 90% of casual i/l than it does for 10% of players who multi-farm. Maybe make casual I/L players a little more desirable by giving it a bossing skill? Limit chain lightning to fewer monsters, higher % damage, and faster casting speed? I am not that creative but anything to make it less lonely.
I don't think the recent change is good, LHC was kinda the only place where archmages could be viable at parties , aside from that it's only bosses (where nobody recruit archmages) or selling leech
maybe change LHC like GM map event or boss event map limited to 1 player instead of constantly nerfing main mages and other main attacker or the content itself even the multiple ninja totem drop rate nerfs didn't change much is so late anyway for this change even half funded i/l can do 199k ez on echo/mw20/gizer and white few mobs (over 50% hp) rip main mages again
Due to lack of interests in deer parties, I usually party w/ other casual I/l + bishops/sins/MM/BM/lower level, basically whatever I can get to even start a reindeer run. So we definitely hit 50% of the hp. It was nice to have that extra totem income, since we have no other choice like bossing, selling leech but I just make a bishop instead.
Now that I think about it, this also deters parties from having 2(+) AM in the party to reduce ulti dmg...
hitting 50% of the hp means you do more dmg than 5 other members added together (assuming the rest are non mages, also sorry to the solo players). Whiting also doesn't necessarily mean you're doing 50%+ of the hp as well. If 5 members did 12% dmg and the last person did 30% dmg, the last person would white.
You can still get 50% or more if you have multiple archmages in the party. Also it will make people just not recruit an archmage altogether to avoiding the risk
this is true, but all the parties (due to lack of interest for deers) my recently team comp are low level/single target classes, + a f/p trying to make it to bears, + non-main i/l friend who just wants to help fill the party while collecting totem. We easily do 50% combined.
This was an awful decision. I do understand people were taking it too far with 6 I/Ls but they could've just banned multiclienting in the map ala cake boss/maple tree hill. And for F/Ps, this is basically their endgame content with all of Neo Tokyo resisting both their elements and Oblivion road (which is mediocre money for solo I/L anyway, but that's another story) being unfeasible for them, and it was just taken away from them. You can argue that one mage won't hit 50% or whatever but there will definitely be a new resistance when they try to join parties. And what about two or more non-multiclient mages joining an LHC party? Spoiler Also can multi mage farmers stop sharing their secrets on the forum, because solo mains like us get shit on in the end? Sorry but it has to be said.
Granted I don't know how those who make a career out of multiclienting LHC operate, I feel like 50% damage sounds intense and hurts mage mains and their incentive to continue upgrading their total magic. A different idea should be explored, or change the 50% -> 90% (or around there). As the totem drops are client-based, is the nerfed droprate only for the mage or for the party as a whole? If its party-wide, parties are more likely to forego a mage in lieu of a melee attacker if that means no potential loss of extra totems.
here are the results for first run after update for anyone who cares. party comp attached (2 i/l, 1 fp, 3 att) started off at 20, ended w/ 86 totems. 200m exp. traded in 3x, -75 totem, got pots. edited adding experience for a more accurate count advised from nut. no picture though.
If GMs think multi-client is an issue, restricting clients would be good. Not only LHC, they can restrict those popular maps or even bosses too. Or maybe they just nerfed it because mage ult is too overpower than other classes in LHC. *Oh, I didn't know it only affected when mage ults done more than 50% total damage. Then it only affect Mages run then. Few mages in the party won't get affected.
After a recent LHC with FP, I'd recommend changing it from 50% dmg to 50% of the "tags" on the mob. As in, if at least half the people hitting it for party bonus exp are mages, the drop rate is reduced. Effectively, this caps parties at 2 mages, but at 1-2 should be unaffected unless people are missing out on their damage for pt bonus, which they really shouldn't have been anyways. It also means parties with mages can kill like they did before, without having to worry about speeding up their rotations so they hit top platform in time before mages hit 50%.
With Update 81.1 Purification Totems in Lionheart Castle will now have a 50% lower drop rate if more than 80% damage to the mob has been dealt with Meteor Shower, Blizzard or Genesis. Let us know how it plays out for you and thanks for the feedback!
I can’t wait to see the 4 AM 75% dmg + Monster Magnet/Rush HB mule + Shad Last 25% hitting them LHC Guide In all seriousness that looks like a good change
The damage threshold has been changed from 50% to 80% in Update 81.1, as Zancks noted above. For those willing to do tests, information on the number of totems is near meaningless if we don't know how many mobs your party killed (this can be calculated roughly from exp gain.) So if you'd like to prove a point, try to remember to screenshot your exp before and after an LHC run, and report the number of totems with the amount of exp gained. In this way we can tell how severe this change really is and have a proper evaluation of it. With the 50% -> 80% change now, I'm confident that this isn't a slight to mage mains. 'Just banning' multi-clienting in LHC is a lot more nuanced than the event map functionalities. Furthermore, multi-client restrictions are easy to bypass; they must be implemented carefully so that it requires very little manual moderation. This was the first solution I mentioned when the topic was brought up, but ultimately this is more feasible. @fuzzything44 's proposal doesn't seem all too bad, either. Though, that is a hard cap, whereas the current implementation is more of a soft cap (on the number of mages.)
Thanks devs and GMs for chiming in and being open minded to the feedback. I think 80% makes a lot more sense (nearly impossible for a scrappy 3 AM party) as long as the 3 melee rotates correctly. i will test again whenever I can get a party and update here. @nut @Zancks + whoever else had to work on this, appreciate you guys.