A quick follow-up to the previous poll Domination Timeout where the majority polled NO to a timeout, but were in favor of a time limit suggestion, Should Domination matches have a set time limit where the higher score at time limit wins and if so what?
Personally I really like this idea. The rush and pace to get/maintain lead as the time limit closes in could be exciting and also this could result in pvp players cycling in and out of matches faster >>> faster queue pops.
Youtube Channel PvP and NW brickabrack
Domination time limit? 89 votes
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or it should be different numbers for solo and premade queue
PM = 1 hour
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> No. You win by playing the game, not by waiting out a timer. A match can be turned around at any point. Winning by a timer is stupid.
> @ralexinor said:
> No. You win by playing the game, not by waiting out a timer. A match can be turned around at any point. Winning by a timer is stupid.
If this was module 1 or 2. Then I agree. Right now? No.
Paladins and DC's drag the game to an almost endless state. Mod6 PVP is the most annoying PVP in the entire history of NeverWinter.
- Too often long Domination matches turn because someone disconnects or fatigue sets in.
- If it takes a team 45 minutes to figure out how to win, maybe they should lose. If a team is going to find the right strategy/rotation to turn a match around, this usually happens in the first 20 minutes.
Youtube Channel PvP and NW brickabrack
And no, 20 minutes to turn a match around is a lie. You haven't taken into consideration that the other team is rotating with your rotations, or that it can be a skillshot between different players on a team, i.e. the people at end nodes fighting trs, sometimes one team clears faster than the other, sometimes the other does, and it'll slingshot between but ultimately one team will start winning, but not by much and it can still turn around with smart play.
I agree that OPs make matches boring. Dumbest class in the game up to date. But that doesn't mean you should put a time limit on games.
Time limit is pretty much the equivalent of decreasing the amount of points needed to win from 1000 to something like 500. I would rather have that, which is an easier measure of how much leeway you have left to win, than a time limit. You can control points. You cannot control the time.
Domination is about control. Time limit defeats the point of domination. Go ask for a different mode instead and play that.
If there's a fundamentally broken class, power, effect, item, anything that intrudes with the normal, fast-paced flow of combat NW is famous for, and turns the PvP scene into dull, bland, boredom caused by overbuffing and overheals, then the devs should stay proactive and fix those classes/powers/effects/items -- not come up with a half-baked, phoney solution that does nothing but help these negative tendencies and trends entrench itself further into the PvP scene and taken for granted.
A pish-poor band of people being able to steal the victory from the hands of a much more capable team and force an official "stalemate/tie/draw", just because they have the facepalmly-lame DCOP combo and the others don't? The team without the DCOP combo, having no choice but to simply take solace in the fact that they didn't lose, because they could hold out for 30 minutes?
H3LL, no. I understand and respect the sentiment of the opening post, but it's not right. It's a cop-out to the horrors of PvP involved with certain, lame-arsh classes.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
A separate premade queue with slightly different rules (no time limit, 1 timeout allowed after 30 minutes, or something along those lines) could make sense.
Solo/duo/trio queue might then have a time limit, or be played to 500 points instead of 1000 points. The 500 point endpoint would shorten 10minute stand-arounds (where winner is clear from lack of balance) to 5minutes and would turn 30 minutes matches where the winner is inevitable (but points are slow to fill) into 15 minute matches.
Youtube Channel PvP and NW brickabrack
However its just me i would rather have a surrender option and no time limit at all
Some people like to have a long fight...
Cryptic has created multiple forms of the same principle for PVP. Capture/hold bases (Domination/GG/IWD).
I'm not sure why they have spent effort on creating multiple forms of the same thing instead of creating different types of PVP (capture the flag, deathmatches, assassins, predator/prey, etc.) or even new maps. I can only assume that just about any form of PVP will be noncompetitive as long as the perma/semi-perma tr/hrs remain as potent as they are.
Would be cool if you had a queue menu where you can select the kinds of PVP your interested in, and queue for multiple types (including time limits, etc). In this way your queue time will be directly related to how stringently you set your pvp criteria (yeah i waited an hour but I got the match i was hoping for).
I have been in 30+ minute matches that were decided in the last 2 minutes.
This says nothing about ability... which PvP is "supposed to be about", but we all know that it is not.
Sorry for the 12-days-necroing.
SAMOTHRACE
Trickster Rogue
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Yes it is same person, it took weeks for the old profile to migrate over so I created new one. TTwice voting was basically accident, I could not undo,
Youtube Channel PvP and NW brickabrack
Thus there is no reason to be restricted in how much time the players are allowed and willing to spend in one match. Could live with 1h or higher limit, no lesser tho (and i cant rly recall a match i played lasting longer than ~1h).
A week ago our premade was figting a guild pack and after 1 hour+ we had around 200-300 for each team (DC+OP vs 2DC... yeah). Luckily enemy's rogue was kicked out for whatever reason (well, that kind of ruined the competition, but man it was too long).
Still, I voted no (1-1,5 hours maximum is also acceptable). But several improvements are necessary:
1) only one DC/OP per team (also no DC+OP)
2) do something with auto kick (but still punish reloggers)
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
If they ever introduce solo queue and premade queue (which should be a high priority), 30 min solo and 1 hour premade would be best. 45 min is a good in between if there is just one time limit.
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
us with 3 DCs, them 2 paladins/protecters, I play less and less each day since then, before everything else, all the bugs in game ... no class should survive 3 or 4 vs 1 (with equal ilvl) , my DC is tanky like a rock (but I cant hurt a fly)... but those paladins are insanely overpowerfull in the tanky departement of Neverdeath
Forget all the ideas and all the bugs to fix .... this game (in pvp) is stupid and dull with oathbound paladin (protecter build)
I die like the rest of the other class, against strong cw or gf, any 2v1 (same ilvl)
- Adjust Paladin/Protecter
- Remove all stuns effect from everywhere #1(even the break the spirit, the only real offensive spell from DC) #2(HR could still trap a player so he or she wont move)
- create a pvp/foundry to have more then 2 god damn maps
Heretic
(probably final entry)