A lesson from MOBAs

A lesson from MOBAs

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Posted by: aussieheals.6843

aussieheals.6843

Like gw2 you are often placed with new players on your team in MOBAs. However they have a very unique way of balancing the problem. As an individual doing extremely well in a match your character is upgraded and you are able to carry your team effectively.

If you were a developer, how would you implement this system in gw2? How would you decide who receives upgrades and why?

IGN: Aussie Archer

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Posted by: Morwath.9817

Morwath.9817

Like gw2 you are often placed with new players on your team in MOBAs. However they have a very unique way of balancing the problem. As an individual doing extremely well in a match your character is upgraded and you are able to carry your team effectively.

If you were a developer, how would you implement this system in gw2? How would you decide who receives upgrades and why?

Thats the worst part of MOBAs, because one guy in your team can feed enemes and carry them no matter what you do… in GW2 you can comeback due to team play even if someone got outplayed few times, because everyone is ‘equal’ since beginning to the end.

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Posted by: aussieheals.6843

aussieheals.6843

Like gw2 you are often placed with new players on your team in MOBAs. However they have a very unique way of balancing the problem. As an individual doing extremely well in a match your character is upgraded and you are able to carry your team effectively.

If you were a developer, how would you implement this system in gw2? How would you decide who receives upgrades and why?

Thats the worst part of MOBAs, because one guy in your team can feed enemes and carry them no matter what you do… in GW2 you can comeback due to team play even if someone got outplayed few times, because everyone is ‘equal’ since beginning to the end.

100% , so with that being the case you might say the way you decided the reason a player is upgraded is if 4/5 or more of your team wipes in a short time spam the player with the highest dps/survival and heal rate gets an upgrade or maybe the wiped team would get a speed buff to get them back to the point as to avoid a lopsided match etc.

These are just examples but that’s why I left the question open ended

IGN: Aussie Archer

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Posted by: Zero Day.2594

Zero Day.2594

Like gw2 you are often placed with new players on your team in MOBAs. However they have a very unique way of balancing the problem. As an individual doing extremely well in a match your character is upgraded and you are able to carry your team effectively.

If you were a developer, how would you implement this system in gw2? How would you decide who receives upgrades and why?

Thats the worst part of MOBAs, because one guy in your team can feed enemes and carry them no matter what you do… in GW2 you can comeback due to team play even if someone got outplayed few times, because everyone is ‘equal’ since beginning to the end.

He has to be good at carrying the other team, it takes a bit of skill actually. Like to properly feed you need to reset your worth (since it declines each time you die…) every so often, you need to try and feed people that are behind so that their whole team can be strong. Bonus points if you can bait your own team into fights and then bail, leaving them to die .

:P Had a signed in LoL once that would just run down a lane/chase, he never got a kill or anything just died all the time (0/22 i think was his end score)… we won, and weirdly enough him running down lanes/chasing people (and people chasing/focusing him) we were able to use him as a mobile vision ward and a distraction…

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(edited by Zero Day.2594)

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Posted by: Rastislav.1652

Rastislav.1652

This is exactly why I hate MOBAs. You are not supposed to carry your team. Victory should be achieved thorugh team play.

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Posted by: Prysin.8542

Prysin.8542

This would just be a terrible idea.
Say one team is a newly formed TEAM, an actual premade. They have little experience together and is just venturing out.
They get paired with 2 experienced players in group + 3 randoms that just started. The team with 2 experienced players would then be buffed cuz well, you got 3 suckers with no record vs 5 fresh players with a short record as pvp players.
End result, 2x veteran players with elevated stats would simply demolish a premade. They just need to let the three noobs on their team do whatever and rotate accordingly.

Horrible idea, limits progression for newer players, potentially radical change in learning curve for players “in the wrong/right timezone” as they would be facing teams with 1-2 veterans being boosted almost every fight.

TL;DR → DO NOT WANT

signed: bad casual PvP player

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Dardamaniac.1295

Dardamaniac.1295

I kinda want it.. I want this progression. I want the early, the mid and the late game.. In the current game mode its all about messy fights in nodes.

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Posted by: Rastislav.1652

Rastislav.1652

It would be terrible. Consider you would get a stat boost for killing an enemy player. The way PvP works, if you deal enough dmg to enemy you get same points as the player who finished him. That would mean everyone would just zerg in groups to kill players that do not run in group to get everyone buffed. And if the boost would be applied just to the player that finished an opponent it would become thief killsteal galore. No, thank you very much.

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Posted by: Novuake.2691

Novuake.2691

I agree that the lack of “upgrading” is what I LIKE about GW2 PvP, I play League too, but this is not League.

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Posted by: Jahroots.6791

Jahroots.6791

Nope. Do not want. That’s one of the worst aspects of the MOBA genre; early failures or mistakes are usually difficult to recover from. At least in GW2 even when you’re being outplayed in the start you can learn your enemy’s strengths and weaknesses, discover their strategies and counter effectively.

At best, I could get behind this kind of buff for the disadvantaged team in a 4 v 5, but even then I’m sure there would be balance issues.