Temple Ferocity Buffs?
Each buff gives you 3 points for each kill. So both buffs you will get 6 per kill when you normally would get 1 point
Each buff gives you 3 points for each kill. So both buffs you will get 6 per kill when you normally would get 1 point
?
A kill gives 5 points by default. Ferocity adds +3 to a maximum of +6. So 8 points or 11 points per kill.
If you were watching mid and you have reasons to believe that no one is going to try to decap for that duration, it’s not a bad idea.
Is it worth giving up the mid point over it though? He did that twice throughout the match. Since he channeled it twice we would get 11 points per kill, but is that worth more than getting 1 point every 2 seconds?
Is it worth giving up the mid point over it though? He did that twice throughout the match. Since he channeled it twice we would get 11 points per kill, but is that worth more than getting 1 point every 2 seconds?
No. Caps are more important but ferocity is icing on the cake. It’s usually not a good idea to get them when you’re facing a competent team; it basically requires you to have put your opponents on a pretty severe death rotation.
Ferocity pays off more or less depending on the team comps and how your team is doing in group fights.
For example, if you’re managing to stomp 3 players every fight but can’t decap a point since their bunkers are super awesome, then ferocity is your only ticket to keep the scores even for long enough to get Stillness/Tranquility. Without these, you will lose the game since you’re not able to decap.
If both teams are bunker heavy and no one is dying, then ferocity is a waste of time. Going for it will not affect the game outcome at all since bunkers can fight each other in an outnumbered fight without dropping pretty easily.
If both teams are equal in the group fights, with some people getting stomped, and you both have 1 point capped and mid contested, the team that gets ferocity will win in the end. It’s pretty easy to keep mid contested in a 3v4 if you have enough bunkers to allow someone on your team to grab it.
In the end, it is really dependent on how the game is shaking up. It can definitely be the difference between winning and losing if the fights are really close. All those games where you’ve lost 490 to 500, or even 475 to 500 could have gone in your favour.
You shouldn’t give up holding 2 points for ferocity, however. It doesn’t pay off well enough. It’s more of a “rubber band” mechanic to keep the losing team “in the fight” until the game-changing buffs come up.
Most of time, i tell my team to go hard on mid (win the fight, most of time 3vs 3 or 4 vs4), then we split, 2ppl silence, 2 ppl stay mid, 1 of them caps the Ferocities when the enemies are respawning. Then when they come, you regroup to kill them again to take advantage of it (do not split up, cause that can get you killed making the ferocity a mistake).
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
Ya meant 5 per kill and 11 per kill with both buffs