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Currently the artifact sorting takes into account the most optimal artifacts, but not the player behind it, which can cause issues in a training run where inexperienced (trainees) users are given the top tier artifacts but are not using them in calls, or being dead/dying when the artifacts are needed. This obviously impacts the training run as a whole and requires manual artifact sorting which defeats the purpose of the bot.
I'd like to see a way to have 3 tiers that can be assigned by a raid leader role, so that tier 1 (training) only allows a small sub-set of artifacts to be selected, tier 2 (progression) allows slightly more, and tier 3 (completed) offers the best of the best artifacts.
That way when sorting needs to happen, the experienced players will have the best artifacts to assist the team via damage buffs/mitigation, and the less experienced players are still able to contribute but the team overall won't be as impacted if an artifact is missed.
Failing this (if it is overly complex) a way to simply pick from a list of artifacts a user has selected for their class could also work. So you'd assign artifacts they're allowed to use, and when the sorting takes places it will avoid giving them higher tier artifacts since they weren't selected in the first place.
The text was updated successfully, but these errors were encountered:
Currently the artifact sorting takes into account the most optimal artifacts, but not the player behind it, which can cause issues in a training run where inexperienced (trainees) users are given the top tier artifacts but are not using them in calls, or being dead/dying when the artifacts are needed. This obviously impacts the training run as a whole and requires manual artifact sorting which defeats the purpose of the bot.
I'd like to see a way to have 3 tiers that can be assigned by a raid leader role, so that tier 1 (training) only allows a small sub-set of artifacts to be selected, tier 2 (progression) allows slightly more, and tier 3 (completed) offers the best of the best artifacts.
That way when sorting needs to happen, the experienced players will have the best artifacts to assist the team via damage buffs/mitigation, and the less experienced players are still able to contribute but the team overall won't be as impacted if an artifact is missed.
Failing this (if it is overly complex) a way to simply pick from a list of artifacts a user has selected for their class could also work. So you'd assign artifacts they're allowed to use, and when the sorting takes places it will avoid giving them higher tier artifacts since they weren't selected in the first place.
The text was updated successfully, but these errors were encountered: