I'm sure this may have been asked before but I'm gonna bring it up again anyway.
So! PvP.. 1v1 or team duels, we can all agree that dropping to 0 hp and respawning back at the hospital to go all the way back to where defender is (because that's where all duels tend to happen) sucks, especially when there no rezzer nearby.
So how about duels get tweaked to where the first to drop to 1hp losses, and immediately after the duel ends, all manner of DoTs are dropped so the loser doesn't die right after the duel ends due to a DoT. That way we can keep the duel action going faster and it's much more engaging to the playerbase so they don't have to keep making trips back from the hospital.
So to clarify, once the loser hits 1hp, their character will drop on their back and do the reaching out animation with their hands, and after a few seconds, they slowly get back up. Basically the servitor serum self res animation.
Because heroes shouldn't be killing other heroes in a *friendly* duel afterall!
Also maybe an option to enable/disable the boundary walls as well because ring outs.. tend to not be fun when you fight someone with 500+ str/ego with knock back attacks..
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And no, this isn't due to laziness but nice assumption I guess. *shrugs*
I suppose it's a similar assumption than your "have to go to PH just for duel", heh.
So no, you don't "have to" go to PH just for duel but this feature already exists and if you don't use it, it's on you.
And I'm already aware about the duel arena in the powerhouse for that reason.
Nothing wrong with wanting to expand a little more on outside duels.
My super cool CC build and how to use it.