This idea can be slapped on the back burner, after class changes are made. But in the meantime, what if...
As a character stays in prolonged combat, their max allowable damage resistance %, deflect chance, deflect severity, stamina gain, and incoming healing diminishes. The level by which these abilities would deteriorate would depend on length of combat.
Once out of combat, it would take time for these max allowable defensive components to return to their normal state, as indicated by an icon near the health bar. The tenacity stat could speed this process up.
As an example, right now a player can mitigate up to 80% of incoming damage before any "shields" or other "layers" of DR are included. All of these DR layers would be affected. Let's say that the most a player could mitigate after 2 minutes of non-stop combat would be 60% TOTAL from all DR/shield/layers. This includes you, Mr. Astral Shield. After 4 minutes, you can only mitigate a maximum of 40% of incoming damage after all layers are factored in.
Instead of 50% healing, it would be reduced to 30%. Then 20%. Then 10%.
Samina gain could be reduced in tiers, meaning fewer dodges/blocking for prolonged combat.
Perhaps this will put an end to pointless 1v1s and unkillable premades playing hot potato with nodes.
Obviously the figures are up for debate and used purely for example.
Thoughts?
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Comments
so if someone fights someone til all abilities are diminished then their friend who is fully recharged comes in and destroys them
ummmmm no
what the point of it diminishing stats if its doing the same thing for both sides... it becomes unfair the second a fresh player joins in
you chose to dampen all secondary stats abilities dr/ healing stamina gain etc and one primary one deflection why not the others then ?
why not defense then or power or hitpoints lol
none of these ideas are well thought out at all unless it is April fools day : D
I was thinking more of an effect on the player similar to the "Shattered Armor" that the Stronghold giants slap you with, only that it will affect more than your DR.
Yeah, so, if there is a 1v1 going on for 2+minutes and nobody dies, it doesnt mean the fresh 3rd player entering the fray will be able to tip the scale necessarily. Perhaps by the time 4 straight minutes of combat have elapsed, with no deaths and nobody leaving combat, you may have a good point if a fresh player gets involved; but that's the whole purpose.
Basically, with all of the massive DR, shielding, deflect, etc. players have in PvP, coupled with the new healing insignias, many characters are near impossible to kill, even against admirable opponents.
The alternative to not somehow weakening people in PvP is what we have today: immortals who stand on nodes, 1v5 without HP moving, Gift of Faith, etc. I dont think anybody is interested in playing such a gamemode.
In addition to self healing, there is way too much DR and dodge/deflect potential in PvP, especially for specific classes. For instance, I have seen GFs hold their sheilds up for eternity, perma empowered AS faithful DCs, and the deflect/dodge gods TR/HR/bunny CWs.
Escape mechanics wouldn't be too big of a deal because you would first need stamina to get away (GWF), and secondly, in dom, you would want the enemy to depart so you could cap the node. The stat debuff to a specific character would linger for X amount of time after combat ends, too.
Maybe to simplify things, you could instead say that a character will begin to take X% unmitigated damage for every X amount of time in combat (linear or nonlinear). Therefore, if you've been mitigating 80% of incoming damage, and you've been in combat for 5 straight minutes, the game could say now you're going to eat an unmitigated 15% of that damage.
... Similar to raising the blinds in poker as the game progresses.