death needs longer cd over time

death needs longer cd over time

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Posted by: Jekkt.6045

Jekkt.6045

as we’ve all just witnessed in the wts, finals killing enemy players with a bruiser comp is not rewarding enough and not punishing enough for them.

i’m not going into details here and i am not rating the finals of this wts. something that i noticed today, and this is kind okittenward compared to other popular pvp games:

death cooldown is on a constant 15s during the whole match and that’s not punishing enough.

the best example was when orng kept killing abjured players on their close but eventually got killed themselves because abjured was able to just sustain and reinforce over and over again because the distance to the close point on forest is short and they were able to stay alive long enough to always keep at least 1 person on the node.

this does not only apply to the close point but to more or less many points in the game where killing a tankish player is less rewarding and way harder.

increasing the cooldown overtime would make the whole story a lot more interesting and competitive so i feel like the death cooldown should start out at 10 seconds on matchstart and gradually increase over time.

match start: 15s

+1s for every minute that passes

that would result in the following:

if the enemy is playing a sustain build and you put effort into killing them by outnumbering them later on in the game the death penalty should be longer, for both teams obviously so if a team plays a dps setup they will be just as punished for playing carelessly.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

death needs longer cd over time

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Posted by: Thaelias.7432

Thaelias.7432

I’ve always felt the same way. Classes with high mobility find death to be a minor bump. Thieves in particular can rejoin the fight almost immediately. It’s no fun to sit there waiting on rez though so I understand why it’s not a hugely punitive time window. That said, yeah if you wipe a bunker after a long team fight and they rejoin before their mates feel the pinch then it’s really, really annoying.

death needs longer cd over time

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Posted by: Rym.1469

Rym.1469

I think it would result in…actually, same meta.

You would have Eles, Mesmers and put one Guard/Thief here. There’s your comp of 3 professions out of 9.

Why? Mes can kill within a second and not die at the same time. Ele can put his dog on the keyboard and…ok I’m stretching this one, but we get the general idea.

It would basically mean that if opposite team has some Necromancer, Ranger or Warrior, you’re fighting 5v4, because they would die. Quickly.

And this for Conquest mode? It would be dreadful and hillarious for the first week, after that it would be bigger apocalypse than Noe’s one and there wouldn’t be enough PvP animals left to fill up the lifeboat.

We could possibly consider this one for Stronghold and reduce to only dying inside enemy keep, but I’m not sure if the result wouldn’t be the same. Eles and Mesmers. Nothing else.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

death needs longer cd over time

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Posted by: Jekkt.6045

Jekkt.6045

that’s why, in a perfect world, you want to try and balance the game. if necro ranger and warrior are underperforming they need buffs. passive burn on ele is too strong so it needs a nerf and some things on mesmer like pu also need to have a look at.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.