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PvP Changes (Use other threads for class balancing!)

masu84masu84 Member Posts: 134 Bounty Hunter
edited July 2013 in PvE Discussion
This should be a thread for a discussion about pvp issues - not about the class balancing.

If there is anything which should be changed in PvP (except class balancing! :p) post it here!





My wishlist:

Points:

1) The player which dealt the most damage to the player which has been killed should get the kill. Its just stupid that most players are stealing kills. Sometimes a player is using a full skill rotation on an enemy and then 2-3 players are using at wills to finish the player. Its very luck which player is getting the kill. Just stupid!
--> most damage dealt to a single player: Get the point for killing him.

2) decrease kill points to 35 points. This way players get a bigger benefit for assists, but because of the changes of 1) the player which did most of the work is getting the point!
--> kill points=35

3) everyone who was involved in capturing a point is getting points for capturing even if the player has left the node circle to defend! Actually its really stupid: most players stay close to the node to get the 300 points. Some CWs are killing players because they cant leave the node to attack them or they'll miss the cap. points!
--> each player who was on the node circle within the last 30 seconds before capturing is getting the points!

4) decrease points for capturing to 200 points so that defending or freelancing and controlling the map is not punished by very low points.

5) more players on a node=faster capturing. This sounds logically but its an improvement for stupid zerg-tactics (5players are running around to capture everything very fast).
capturing time bonus should be:
1 player 100%
2 players 150%(+50%)
3 players 175%(+25%)
4 players 187,5%(+12,5%)
5 players 193,75%(+6,25)
this would be nice for GG too because GG zerg-tactics are stupid (well GG is stupid too...)
Maybe it should not be always +50%(50,25,12.5,6.25, ...) of last bonus, +80%(80,40,20,10,5,2.5 ...) would be possible too... just try and error which value fits best.



6) HUD:
The node status (blue, red, ...) should be shown at a modifyable point in the GUY instead of the border of the screen. Most times the node status is hidden because some party of the normal GUI are at that position. Should be just like this:

"(1) (2) (3)" in red, blue or with red/blue line around it while capturing. Node 1 is always the node close to them starting position of a team. For GG its a little bit tricky, but GG sucks :P

now your suggestions :)
No leaver penality in PvP!

And here is the reason:
ghostravyn wrote: »
If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
Post edited by masu84 on

Comments

  • modimormodimor Member Posts: 198 Bounty Hunter
    edited July 2013
    It is captured faster the more player on the node allready.
    But rest of your points i totally agree on.
    Kills should be 25 points, just as assists imo. That way they wouldn't need to do much changes either. Imo 1vs1 shouldn't be rewarded any higher as 1vs1 just turns into, who can get their daily of first.
    I think they should keep the kill on node bonus tho but completly remove the node cap bonus. Winning bonus should be rewarding enough for this.
  • chabowbieschabowbies Member Posts: 3 Arc User
    edited July 2013
    modimor wrote: »
    It is captured faster the more player on the node allready.
    But rest of your points i totally agree on.
    Kills should be 25 points, just as assists imo. That way they wouldn't need to do much changes either. Imo 1vs1 shouldn't be rewarded any higher as 1vs1 just turns into, who can get their daily of first.
    I think they should keep the kill on node bonus tho but completly remove the node cap bonus. Winning bonus should be rewarding enough for this.

    Think he's saying they are capping too fast w more ppl on the node as it is. So you rly agree completely.
    INB4, INB4
  • giggliatogiggliato Member Posts: 446 Arc User
    edited July 2013
    HMM, just get rid of points for killing players, at least in node or CTF if you have deathmatch its fine but points should only be given for objectives.
  • chipsterchipster Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 128 Bounty Hunter
    edited July 2013
    1)For those who had moderate damage and help out, don't they stand a chance to have a kill instead of damage count?

    2)Whats the point of killing then? people would fight for the assist instead..

    3)Agree with you.

    4)Your idea decrease the flexibility of the game. Players would just stand and defend the point till death... not fun.

    5)This make the game go slow and boring. You need to hyper it up~

    6)Agree
    masu84 wrote: »
    This should be a thread for a discussion about pvp issues - not about the class balancing.

    If there is anything which should be changed in PvP (except class balancing! :p) post it here!





    My wishlist:

    Points:

    1) The player which dealt the most damage to the player which has been killed should get the kill. Its just stupid that most players are stealing kills. Sometimes a player is using a full skill rotation on an enemy and then 2-3 players are using at wills to finish the player. Its very luck which player is getting the kill. Just stupid!
    --> most damage dealt to a single player: Get the point for killing him.

    2) decrease kill points to 35 points. This way players get a bigger benefit for assists, but because of the changes of 1) the player which did most of the work is getting the point!
    --> kill points=35

    3) everyone who was involved in capturing a point is getting points for capturing even if the player has left the node circle to defend! Actually its really stupid: most players stay close to the node to get the 300 points. Some CWs are killing players because they cant leave the node to attack them or they'll miss the cap. points!
    --> each player who was on the node circle within the last 30 seconds before capturing is getting the points!

    4) decrease points for capturing to 200 points so that defending or freelancing and controlling the map is not punished by very low points.

    5) more players on a node=faster capturing. This sounds logically but its an improvement for stupid zerg-tactics (5players are running around to capture everything very fast).
    capturing time bonus should be:
    1 player 100%
    2 players 150%(+50%)
    3 players 175%(+25%)
    4 players 187,5%(+12,5%)
    5 players 193,75%(+6,25)
    this would be nice for GG too because GG zerg-tactics are stupid (well GG is stupid too...)
    Maybe it should not be always +50%(50,25,12.5,6.25, ...) of last bonus, +80%(80,40,20,10,5,2.5 ...) would be possible too... just try and error which value fits best.



    6) HUD:
    The node status (blue, red, ...) should be shown at a modifyable point in the GUY instead of the border of the screen. Most times the node status is hidden because some party of the normal GUI are at that position. Should be just like this:

    "(1) (2) (3)" in red, blue or with red/blue line around it while capturing. Node 1 is always the node close to them starting position of a team. For GG its a little bit tricky, but GG sucks :P

    now your suggestions :)
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