post 15th patch ressing needs a Cool down

post 15th patch ressing needs a Cool down

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Posted by: Latinkuro.9420

Latinkuro.9420

After the april 15th patch:

  • There’s no armor repair cost anymore.
  • There’s no trait reset cost anymore.

Bad play needs to have some kind of consequence / danger / cost associated with it somehow,
or people will not bother to improve.

How about:

  • adding a resurrection cool down ?
    edited to place the burden on the ressed player rather than the one doing the ressing
  • when you are ressed from down state, you cannot be ressed again for the next say 15 seconds
  • when you ARE ressed from total death, you cannot be ressed again for the next say 30 seconds

EDIT

  • if you are ressed twice from down state within 1 minute, the cool down goes up by 5 sec. each time you are ressed afterwards.
  • if you are ressed twice from total death within 1 minute, the cool down goes up by 10 sec. each time you are ressed afterwards.

This would keep the danger / consequence awareness present, keep everyone on their toes instead of the I don’t care attitude of having no consequences / danger / cost whatsoever.

(edited by Latinkuro.9420)

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Posted by: Healix.5819

Healix.5819

Adding a cooldown to the ability to revive others would only add restrictions to good players, not bad. Bad players are still going to get killed and not care. It would also be a great annoyance when doing the revive daily or playing with a lot of people.

What they need is something similar to the incremental downed mechanic, where the more you’re downed, the less downed health you have until you’re straight into defeated. This needs to be applied to the defeated state. For example, getting defeated 3 times within 5 minutes (of active play) would put you into a new state, beyond defeated. In this state, other players are not able to revive you, forcing you to waypoint.

Personally, I think the defeated state should not be revivable to begin with.

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Posted by: Latinkuro.9420

Latinkuro.9420

hmmm, ok that’s also a good idea, tackle the problem from the other side of the spectrum.

how about Soul Walk for a state name after defeated ?

in which your soul leaves your body and cannot be ressed forcing you to wait for o.o.c and waypoint.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

I actually liked the “You are slowly recovering” effect from the revive orb. It felt far more natural then get-up-and-run.

But judging by this thread, I doubt many casual zerk warriors will be happy with your ideas. They’ll oppose you with “it’s too much tension!”, “defeat is its own punishment!”, “I die how I want” etc. etc.

And at this stage, anything “bad” they bring in the feature pack which wasn’t introduced, will most likely cause an outrage even if it makes perfect sense.

20 level 80s and counting.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

Negative consequences do not generate an incentive for people to improve their play. Further, your suggestion would not punish the players who were downed or defeated, it would punish the the players reviving them. What that would encourage is ignoring the downed. Maybe you think that that would be a great idea, but I do not.

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Posted by: Latinkuro.9420

Latinkuro.9420

You’re right Indigo I was changing that as you typed

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

I’m guessing they would have to change some of the downed state mechanics, then.

Some professions use a skill to be able to play again, some use a resurrection mechanic.

I’m not totally convinced it would encourage new players that much, but I’m not a game developer, either.

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Posted by: Lambent.6375

Lambent.6375

Dying is punishment enough, since it shows they goofed.

The only thing that can make a player better is if they think about exactly why/how they died, and come up with ways to correct the error.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: DeadlySynz.3471

DeadlySynz.3471

Just add one piece of armor breaking upon being down, then an additional piece of armor breaks on death. Then remove the repair npc from WvW and force players to leave to repair.

That should be a big enough consequence.

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Posted by: Morrigan.2809

Morrigan.2809

Negative consequences do not generate an incentive for people to improve their play. Further, your suggestion would not punish the players who were downed or defeated, it would punish the the players reviving them. What that would encourage is ignoring the downed. Maybe you think that that would be a great idea, but I do not.

this
Also it is sometimes crucial to get downed players up as fast as possible- failure or success depends on it.
Dead people should way point- end of story.
you cannot have cooldowns like that considering how fast paced some things in this game is

Gunnar’s Hold

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Posted by: FrostSpectre.4198

FrostSpectre.4198

Maybe just punish ressing dead, not reviving downed.

Tho some have suggested that dead players should be, (after set amount of time spent lying dead or being defeated set amount of times) forcefully auto-res, randomly on any of the “map entrance” waypoints.
I guess they also talked about it being only in PvE, not in dungeons.

Although I read that players who spend set time lying dead, lose their difficulty ramp up stack, so events and bosses will scale down to number of living players.

I have been thinking about forcing long dead players to loose their contribution, but there’d be more problems in that…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

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Posted by: Lishtenbird.2814

Lishtenbird.2814

The only thing that can make a player better is if they think about exactly why/how they died, and come up with ways to correct the error.

In PvE, to see why they messed up, it is enough to look at the screen while playing and not at a TV with a funny comedy show.

In PvP, they already show you from what you died.

20 level 80s and counting.

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Posted by: Name.9625

Name.9625

I would prefer to have the defeated state not be resable unless ooc. It would force a lot fo people to either wait or (ideally) use a WP to get back into battle. And it would keep quite a lot of people from ressing them while the fight is still going on. Sorry, but there is nothing more annoying that being in a fight, barely surviving, then pressing f and die because you start to resurrect someone who lies there dead.

I generally like the system we have in fractals, where you have to wait for your group to get ooc, before you can hop back in. And i think this would bring quite a few players to improve their skills, as they want to group up for better loot, but not die to miss it.

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Posted by: Spaceowl.5123

Spaceowl.5123

I wish that when someone got raised they were given 1-2 seconds of invulnerability.
There is nothing I hate more than being raised during a fight only to have mobs hit me down again before my character has even finished it’s standing up animation and loaded combat UI.

Guild Co-Leader of The Drunken Alliance [DKAL] (The Piken Square Server)
Proud to be an Engineer
http://www.dkalfansite.com/

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Posted by: Orpheal.8263

Orpheal.8263

Anet should just bring back the good old Morale System from GW1, but just slightly improved and mroe balanced into both directions:

Beat a Champion or Legendary Boss = Morale + 5%, Morale Max = +20%
With Morale increases your Maximum Health, MF, and Healing Power by that Percent Rate

If you get downed, your Morale gets reduced back to 0 = Normal State and if you get killed, your Morale goes down by 5%.
Every Downed State without having a Morale Boost will demorale you by 5%, a death without a Demoalre Boost will give you -10% Morale.

In GW1 the maximum Morale Malus you coukld get was 60%.
In GW2 maximum Morale Malus would be -25%.
Thats enough to force thoughtless players in Berserkers to absolutely use a different Armor set that gives more health to compensate that loss.

If you are demoraled, that will also decrease MF and and Healing Power.

That should be more than motivating enough to play not thoughtless around, but instead be very focused on what you do and how you do somethign in the game, when you can reach with skillful gaming havign a slightly easier time in teh game that maybe can reward you a bit better, as like instead of having a more unrewardign much harder time in the game.
——

To remove Malus, players could do following things:

  • Beat a Champ/Legendary, removes same amount of Demorale , as liek it gives Morale Boost – 5
  • Beat normal Enemies – every 3 foes reduce 1%
  • Use Consumeables – are Rare finds, can normally be received only from Gemstore, replaces the Repair Item there
  • drink from the relaxing Blessed Water from a Pact Fountain, that reduces Demorale by 5% and gives you a unique Boon, that protects the Drinkers from the next Downed State (GW1 hat somethign similar with Divine Shrines, but these were too much human based in regard of lore, so I thought, somethign that has to do with the pact will solve this as replacement)
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: CureForLiving.5360

CureForLiving.5360

Ressing in combat takes a long time, being dead and not just downed is punishment enough. Other than stacking losing a 2/3 team members is already problematic.

And there are already mechanics implemented for downed state, http://wiki.guildwars2.com/wiki/Downed_penalty
The downed penalty lowers your starting downed health, it lasts for 60 seconds and stacks. By the time you’re at level 4 your dead when you’re downed.