[NO] ~ Ponys Will Never Die
Death penalty - or "IDC about being killed"
[NO] ~ Ponys Will Never Die
Lol,
you know there will be no more repair costs in the next patch right ?
I can suggest you to defend you sieges instead of being semi afk/looking at the flowers.
Nothing wrong with Kamikazeing
First change they’ve made in 20 months that favors small groups over zergs.
At 10s per death, no group of 30 would ever challenge a group of 60. Everyone would just bunker behind open field siege and run in megablobs. It would be the end of guild groups, havoc groups, and roaming.
[CDS] Caedas
Sanctum of Rall
Instead of changing the mechanics to make death meaningful, you want to turn WvW into a giant money sink…
GG
It’s been said that “if you ain’t dyin’, you ain’t tryin’”. Make death exorbitantly expensive and I doubt many people will be tryin’.
u do realize how easy it is to die in world vs world the time it takes to run back is more punishing enough its like taking the walk of shame after u get …. in a duel or after u get steamrolled by a zerg. I like this change, since the majority of my game play is spent roaming either solo or with friends, as it so happens we tend to die not because we are disorganized but sometimes you are just outnumbered or focused and these occur in outnumbered maps which you do not have to repair anyway. You still feel the impact everytime you die especially in a group in which you realize you let your teammates down because you were a critical component to the group composition. I just do not understand why you want to punish people for dying more so especially knowing it happens so easily.
TL:DR — If you like fights in the open field then please know that creating death penalties will mitigate that.
u do realize how easy it is to die in world vs world the time it takes to run back is more punishing enough its like taking the walk of shame after u get …. in a duel or after u get steamrolled by a zerg. I like this change, since the majority of my game play is spent roaming either solo or with friends, as it so happens we tend to die not because we are disorganized but sometimes you are just outnumbered or focused and these occur in outnumbered maps which you do not have to repair anyway. You still feel the impact everytime you die especially in a group in which you realize you let your teammates down because you were a critical component to the group composition. I just do not understand why you want to punish people for dying more so especially knowing it happens so easily.
TL:DR — If you like fights in the open field then please know that creating death penalties will mitigate that.
At least they’re finally giving meteor storm a red ring, thats about 50% less ninja deaths right there
There is already enough people that run at the first sign of trouble, afraid that their shiny pve armor might get a scratch on it or, heaven forbid, their toon might die, resulting in a wipe as 20 people run backwards while the organised zerg wipes those who followed the comm into battle expecting those 20 to fight instead of run backwards. Adding a stupidly high cost to repair in wvw would do more harm to wvw than almost anything else I can think of, especially given the terrible rewards you get in wvw.
Much better to revamp the skills a bit..but that would take dev time and only applies in wvw so it ain’t gonna be looked at.
This game is for casual gamers, casual gamers get frustrated fast by death penalties or any kind of punishment for losing.
Casual games = High reward/No risk = Easy/No rollback for losing (insane amount of checkpoints) = No punishment for losing.
Is all about design for a determinate audience. Not a balance mechanic.
How do I miss being necromancer contagion saccer in JQ and FA (http://wiki.guildwars.com/wiki/Saccer), sole purpose was to die with a bang.
In my opinion they are going right direction to remove armour repair costs, since it promotes more fighting. Have to just look at applied fortitude, guard leech and weapon stackers, mostly they run until odds are heavily on their favour and only then fight. Most people just bunker up in towers/keeps even more if death penalty was big, I know I would.
I always liked the idea of a “recently dead” debuff that just takes time to clear. No way in the game to clear it faster save maybe gem purchased tonics (this is a for profit game).
Overall effect, is that you are not kept from game play or penalized in terms of gold, achievements or gear but your effectiveness goes down the more you are killed in say a 10 minute period.
I would have the debuff stack.
An alternative would be that there is a healer at the farthest waypoint who you can clean rez sickness from for a cost.
Wanna bring back the old GW1 penalty? -10% effectiveness for each death capping out at -50% effectiveness. Stacks fading after 10 minutes without a death or +10% back for each successful objective flip you are part of (5% for camps and sentries).
The penalty for dying in WvW is the run back.
If they’re able to continuously rush your siege, it probably means they’re defending in their corner or near their spawn, where it should be more difficult for the offensive team to take the objective. There’s no way they can continuously rush your siege near your spawn or your corner. The idea is that the further away from their territory, the harder it is to take/hold objectives, and the closer to their territory, the easier it is to do so. Adding an additional non-negligible death penalty will skew this mechanic.
Possibly one of the worst suggestions I’ve heard. This is a double punishment. I already die frequently enough simply because of big time lag. Now you want to punish me for lagging by charging me money when I die? I can only imagine what my opponents must think when I’m out roaming and I encounter them. The fight begins and I commence running in circles, grenading the hell out of those flowers in the field while they stand to the side and become amazed at my mad skills of hitting nothing until they get tired and just put me out of my misery.
So we have people complaining that defense isn’t prominent enough in this game. Then others complaining death doesn’t matter enough.
The only time death doesn’t matter is when you’re close enough to the waypoint that you can run back after death and still participate in the fight.
So it’s only not a big penalty when you’re defending! making defense stronger!, if you added a death penalty you’d weaken keep defense situations, where offensive tower or keep stuff you’d be half way through the penalty by the time you catch up to the commander on the other side of the map.
Just seems off to me /shrug.
A handful of players can charge an overwhelming force, beat down 5 times their number before going down and then watch the zerg zombies get back up… complaints about outnumbered players rushing zerg siege should get a giant pin stuck in them until ANet addresses zerg zombies.
“Youre lips are movin and youre complaining about something thats wingeing.”