insta-dead falling damage?

insta-dead falling damage?

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

it was actually quite hilarious, when a necro pulled me off the top platform (near the ferocity commune) to my insta-death on the point below on mid.

several times now… on the silent storm map, i’ve taken falling damage after dodge-rolling off a cliff or pulled off a cliff near mid, and instead of going into the down state, i was insta-killed.

please forgive me if this has been brought up recently, or is a known issue.

i’m just curious if this is intended mechanics on PvP maps or not…

– The Baconnaire

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

The game will skip downed state and you will immediately die if….

A) you take fall damage and it would have put you into downed state

B) you somehow manage to get downed midair or launched off an edge in down state, and take any fall damage whatsoever while already in downed state.

The second one is fine with me… but the first one is a bit annoying at times.

I really think the functionality should be altered a tiny bit….. but the problem lies in the fact that players still need to be able to fall to their deaths.

Sure it seems silly to trip over a curb and die….. but it would also seem silly to survive a fall that should have killed you by simply entering a downed state.

The developers chose the easy way out instead of trying to find a happy medium ground, and this is what we ended up with.

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Posted by: nightblood.7910

nightblood.7910

Honestly fall damage should scale with distance. Though that would likely take a whole rework of the code base controlling fall damage. Thus a big fall might put you in the downed state but that damage carry to the downstate as well. So you are at 15% health and the fall damage would take 30% of your health, that extra 15% takes away from your downed state.

I also think any spike damage should carry over into the downed state. Excuse me if it does already, as I really havent looked or tested to see if it does.

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Posted by: robertul.3679

robertul.3679

Yes it happens and it sucks. But you can take advantage from it because if you are about to die and you are guaranteed nobody will rez you it’s faster than being bleed off node.

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

thanks for your responses….

and +1 robertul. that IS the benefit to that scenario, and i actually didn’t think of that, even when i respawned immediately and ran off where i could actually do some good….

– The Baconnaire

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Posted by: Liewec.2896

Liewec.2896

i’m just curious if this is intended mechanics on PvP maps or not…

intended? they’re so proud of insta-death falling that they made an entire map to cater for cheesy niche KB builds…
its called -suckhammer- ahem… Skyhammer.
we had a giant post of over 2000 comments voicing our disdain and hatred for that abomination that never should have made it live, but anet simply ignored it…and it seems everyone has given up trying to get that abomination removed from rotation.

tl;dr.
yes insta death falling is unfortunately an intended “feature”.

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Posted by: Random Weird Guy.3528

Random Weird Guy.3528

The reason for insta-death on falling damage would be to prevent people from jumping down to ridiculous places they shouldn’t be able to get to by simply jumping off and self-ressing.

Random Engineering // Trixxti // Random Noises (worst thief eu)
Svanir Appreciation Society [SAS]

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

The reason for insta-death on falling damage would be to prevent people from jumping down to ridiculous places they shouldn’t be able to get to by simply jumping off and self-ressing.

this is pvp tho…. the only map like that would be skyhammer.

Instant death from fall damage should be absent in pvp, imho.

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

The reason for insta-death on falling damage would be to prevent people from jumping down to ridiculous places they shouldn’t be able to get to by simply jumping off and self-ressing.

this is pvp tho…. the only map like that would be skyhammer.

Instant death from fall damage should be absent in pvp, imho.

And Khylo, Spirit Watch, and Temple of the Silent Storm…

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

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Posted by: ronpierce.2760

ronpierce.2760

The reason for insta-death on falling damage would be to prevent people from jumping down to ridiculous places they shouldn’t be able to get to by simply jumping off and self-ressing.

this is pvp tho…. the only map like that would be skyhammer.

Instant death from fall damage should be absent in pvp, imho.

It’s a common play even in those maps. Be more aware when you’re sniping people from a roof top thinking you’re safe is all I can say. I see no reason to change mechanics because people want safer sniping positions, that’s just silly.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: TheBlackLeech.9360

TheBlackLeech.9360

@ronpierce
@Drarnor

Both of you are right, but you are taking my response out of context.

I was responding to…

“The reason for insta-death on falling damage would be to prevent people from jumping down to ridiculous places they shouldn’t be able to get to by simply jumping off and self-ressing.”

Falling to the bottom of say…. Rata Sum and reviving yourself is one thing….

but jumping over the railing on Niflhel, or falling underneath mid on Skyhammer and dying is another.

Yes the maps you’ve mentioned do have areas where players can fall to their deaths.

…but you are still well within the intended area for pvp play.

I brought up Skyhammer, because unlike all the other maps, there is an area under the map that is not normally accessible to players.

If a fall would deal only enough damage to you to down you… it should put players into downed state and not kill them instantly.

If a fall would deal enough damage to down you AND kill you, then I see no problem with it doing so.

Some of the maps you’ve brought up do indeed have areas that can be treacherous even to players with full hp…. but I still feel that taking fall damage that is just enough to down you should not kill you.

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

to be clear….

on silent storm, i was sniping mid from my side’s ferocity paltform, and i was able to ground target from my perch onto the point. and i had about 2k health when i was pulled down by a necro. from that height, 2k health wasn’t enough to absorb the falling damage, so i was instakilled.

i had totally forgotten (ba dum tish) that taking falling damage when you don’t have enough HP’s will kill you. it’s been that way in PvE forever.

as for counterplay, i totally believe there is counterplay to a sniper’s perch: pulls is one of those counterplays. pushbacks another. moving up to the perch a third, etc.

i was caught off guard, that’s all. and it really was hilarious to watch.

now, to be fair, dodging off a low bridge shouldn’t kill you from falling damage, but falling a range of 1000 or more actually makes sense when you’re low on HP. BUT, since dodgerolling off a low falling damage spot can insta-kill you if your HPs are low enough, it means being able to respawn faster and get back into the fight, it can be used to your advantage if timed right.

thanks again for all your replies. I’ve learned something today.

– The Baconnaire

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Posted by: choovanski.5462

choovanski.5462

I’ve been practicing using magnet to fire players into the air. Temple is for sure the best map for it, I managed to kill an engineer bypassing downstate with the bug yesterday- but I only managed to get it once in the match. still fired him into the air more than five times tho, never ceases to crack me up.

. Engi & Warr . Beta > 2017 Death of PvP
currently a Boyfriend main :P
Waiting To ReRoll Mystic & Forget About Tyria