My guild has three rules for Rancor:
1) 24-hour 0-dmg registration
2) 1M dmg cap
3) Rotate the top 5 - this is to ensure more of the guild get prime rewards; don't ask me why it's not top 10.
The problem is, more than half our guild could break cap if they wanted to, and almost always one, two or all of the top three positions go to accidental cap breakers. The penalty for cap breaking is sitting out entirely the next two Pit Raids. But that doesn't stop accidents.
My solution is to allow the top three still under cap as of the end of phase 3 to get a raised cap of 1.1M. The guild leader isn't fond of this idea, so I'm looking either for opinions on that idea or a new idea of how to negate the negative effects of cap breakers without getting rid of these otherwise good players.
Thanks!
0
Replies
It gets to be a headache after a while though, so once enough people have 7* Han going just full solo is easier.
Due to the two toon part of our play, no one ever ties. Guild leadership just have to pick two toons that can last more than a few hits. A few examples- any two empire troopers, two Ewoks, Jedi from TPM, two IG droids, etc... if you don’t have them, then you post a zero. Rewards those that have the worthless 7 star toons beyond TB platoons. Otherwise why would you spend credits on ME, CUP, Gam Guard, JGK, etc...