As per title. Most of you will have seen this at times.
You go into a scenario and then for no adequate reason the sides become completely unbalanced. One or other has several players that quit because it appears they don't fancy the odds of winning. I've seen Destruction do this in Tor Aknockback when there are 6 bright wizzies on the other side and Order do this in Serpent's Backpassage. Ultimately the reason is irrelevant - join in and fight, win or lose you did your best. If you don't want to fight, stay out.
The point is that just like WoW, a deserter debuff would be really useful for splitters, so there is no advantage to them in quitting a scenario just because they don't fancy the odds. What these tits do is spoil the scenario for everyone else that does want to stick around for a decent scrape.
Whereas WoW did this for 15 mins, I'd prefer a 30 min debuff. Or perhaps the debuff could prevent them from earning any RP for the next 30 mins.
As i have said before scenarios need to be redone so each scenario has 2 lvl caps for example T1 could be level 1-5 then when you reach level 6 you go into the next tier of that scenario.
It is not FUN being steam rolled by people 7-9 levels higher then you when you know you cannot do anything to them.
I don't do it tbh.
I try and heal my way through the pain that is 5 x bw
I do this mainly because
1. I'm stubborn
2. I'm stupid
3. As long as I'm having fun I don't really care about win/lose
I do incredibly dislike the bw dots, along with the white lions pull in which apparently their pet can do from anywhere. These are things that I have to live with. I'm confident that my shammy has at least one ability that REALLY fucks order off at lvl 40. If not well - pfft - he's still my shammy and I love being able to drop huge heals in on tanks keeping them up in the face of massive aggro.
M
Shamans are so annoying in general, so I do not hope they get an ability at 40 to "fuck" Order off![]()
As i have said before scenarios need to be redone so each scenario has 2 lvl caps for example T1 could be level 1-5 then when you reach level 6 you go into the next tier of that scenario.
It is not FUN being steam rolled by people 7-9 levels higher then you when you know you cannot do anything to them.
What I'd like to see is the guy that actually does/helps with the objective gets the most reward. Currently you can have one guy farm the objective to 500 and get nothing during the Scenario for doing it while all the others farm the enemy players and get loads.
What I'd like to see is the guy that actually does/helps with the objective gets the most reward. Currently you can have one guy farm the objective to 500 and get nothing during the Scenario for doing it while all the others farm the enemy players and get loads.
Aye all sounds good, I think the murder ball fix would make the Game Type actually work with a fix where the points gained from holding only work when in close vicinity of the enemy(it would stop the play where it's picked up and taken back to spawn as there would be no gain from doing so).Yup, agree 100%. The scenario need to matter the most, not the killings.
It aint that hard really. For example, make all capturepoints have a buff around them, with a range of.. say.. ~200 Ft (can of course be adjusted where need be!, its just an example). All kills within this area are worth more than those outside. If its a movable objective like in mourkain, Tor Anroc etc the artifact itself carries the aura with the buff and kills close to it, either for capture or for defence are kills that matters for the objective. Same for heals aswell.
I think spawn camping definitely needs some adjustments, there should be no gain when near spawn(and objectives near the spawn should be moved a little further away(ie. Serpents Passage)) Roaming Guards should be brought in when Spawn Camping occurs.This system would more or less force everyone to participate more in the objective of the scenario. Would help some scenarios alot too i think, like Nordenwatch for example. Quite often it becomes a campfest of either spawn and that is not the objective even though it helps with the objective but I see people camping a spawn while some WE or WH sneaks by and steal fort/barrack/LH on their own, which is pretty darn weird and everytime I ask myself, how is it even possible.
Mainreason is ofc, nobody is there to defend it since it gives zero reward and thats a flaw in the system. The buff surrounding the objectives should reward with RPs/XP more than killing enemies since it would prevent camping spawns, and also forces people to act, rather than standing around afk somewhere. Then its actually a real capture the flag more than it is today.
An example:
Nordenwatch which have 3 controlpoints.
Fort rewards everyone within the flags aura with 100XP per minute and also 50RP per minute. Kills within this aura rewards the player with a smaller amount of RP/XP per kill. Heals within the aura rewards the healer and also the healers group aswell.
Lighthouse rewards with 75XP per minute and 25RP per minute since its a less important objective and same for barracks.
Stealth = no reward during the stealthed period.
(numbers are just examples, taken totally out of context, they are merely there to demonstrate the difference between fort and LH/Barrack.)
Another thing you also could add here to spice things up some would be that anyone that have been within an aura for more than 5 minutes starts to shine with a bright light. Killing anyone shining would reward with something extra, could be a bonus of 20% or so, or an item, etc. Etc etc etc.. a simple aura around objectives would open up for quite a few new ways of designing the scenarios mechanics.