I’ve felt for a long time that team fights in sPvP have been far too volatile. Things happen too quickly and momentum shifts are extremely common.
I think that one of the biggest culprits in this has always been the rally mechanic. More specifically that who ever has damaged an opponent that is finished, is rallied. This causes team fights that might be evenly matched suddenly swing in favor of one team because one of the teams happened to finish someone first.
My proposal is this:
1 finished enemy = 1 friendly rally
- The priority for who is rallied could be decided as whoever has been in downed state longest is rallied first.
- Since the downed player no longer needs to damage the opponent to be rallied, there needs to be a range in order to be rallied(earshot)
This will make team fights much less volatile, but will leave small fights (1v1, 2v2) relatively unchanged. It also makes team fights a little less confusing, because opposing players will no longer rally seemingly out of nowhere because someone across the map was finished.
The way it works right now its as if you knock half the enemy team out but they catch one of your balls, they just got their whole team back. Which would be a really stupid game of dodgeball.