Spiked should mean cannot be raised.

Spiked should mean cannot be raised.

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Posted by: Nycthemeron.7690

Nycthemeron.7690

Title pretty much says it all. When you spike someone their body should disappear and make it not possible to raise the spikee. If you are the spikee, upon spiking you would be given the world view map and a few seconds to pick a rally point. If you don’t pick one in the alloted time, you would default to the basic spawn for your world on the map where you are located.

This would allow downed state to play a role in Wv3 but would also put a curb on the endless zerg. This would also help against the “dead-body-serving-as-impervious-lookout problem” that can exist as well. Just leave the “Finish Them” option on enemies who are either downed or defeated, then the victors can clean the battle field if need be.

Spiked should mean cannot be raised.

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Posted by: Deboog.1847

Deboog.1847

I have to agree with you. People who are defeated should not get to pop back up in seconds because they have 50 teammates right behind them.

Spiked should mean cannot be raised.

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Posted by: Sporadicus.1028

Sporadicus.1028

I like the idea of a corpse being put into a permanent map-view state. This would definitely prevent corpse-spying, which I hate in all PvP games.

You could have the mapview turn translucent when someone is actively rezzing you. If they stop rezzing you, then it goes back to an opaque mapview state.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

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Posted by: griffdog.3927

griffdog.3927

Although I haven’t given this topic much thought I tend to agree with this.

Downed is a fun and interesting mechanic. But once you’re “spiked” you should be forced to respawn. At least in WvW.

Lochost Vandalhart – Warrior
Hurc Hammerborn – Guardian
Legion of Legionnaires [LoL] – Darkhaven

(edited by griffdog.3927)

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Posted by: Dargron.3895

Dargron.3895

Pass.

Spiking players is already a far too cheap and easy short-cut to finish players off. If this were implemented, Spiking a player had better become a much more challenging task, because currently there are too many ways to spike a downed player with either ridiculous speed and/or virtual immunity. Forcing a respawn on top of that serves no purpose but to grief players. If you are truly winning, you should be overrunning your opponent and leaving them no alternative but to respawn – in which case, at least the choice is still in the defeated players hands.

Like Sporadicus, I do however like the map view portion of the idea. There is enough info on the map to make a decision of whether to respawn or wait around in hope of a resurrection (commander icons/ green dots if friendly players are in close proximity) and it would prevent death-spying. A little delay though would be nice to take in the situation after defeat, for those times when you have no idea what killed you, or need to take in your surroundings to describe to teammates where your body fell.

Dargron|80 Charr Engineer| Gaiscioch [GSCH]|Sanctum of Rall

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Posted by: kash.9213

kash.9213

I consider people as loot mostly. If you spike someone down and they have to res, they can just run directly via waypoint short cut to the current most important hot spot anyway. If they died right here, chances are they got themselves killed by creeping across the road without looking both ways in the first place and they’ll just be right there to loot again if their buddies revive them.

Kash
NSP

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Posted by: WakkaJabba.3910

WakkaJabba.3910

have to agree with dargron.

the spiking part is already a short cut to finish someone off, and it already has made some un-balacing due to the fact that some professions have laughable downed state skills where as others can interrupt or escape from a spike.

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Posted by: Krathalos.3461

Krathalos.3461

Downed state is already insanely overpowered, for all classes. It should not be a last chance to win a PvP. It should be a last chance to be revived or kill something in PvE. It can already decide a battle (in the case of a Mesmer or in rare circumstances, a warrior), and it’s pretty ridiculously easy how quick you can be revived while downed.

It’s pretty annoying to fight a small group and have to make sure you kill every single one of them, or else they’ll just repeatedly revive one whenever they’re downed.

Spiking is already kind of useless in WvW. At times, it takes far more time to spike than it does to just auto attack them to death. There isn’t even a benefit to spiking over regularly killing, so I agree that there should be some sort of advantage to having to run next to the downed player and spend the time it takes for the long animation to finish.

Downed states are overpowered as hell, and though I agree with their reasoning, the implementation in PvP as a whole has made them ridiculous.

Also, because of Revive Orbs, you are able to revive in a base after it has been taken and, if you’re a Mesmer, you are able to spawn and teleport people into said base to retake it. I’m honestly shocked we haven’t seen this happen before, unless there’s some sort of countermeasure already taken that I’m unaware of.

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Posted by: Toggles.1783

Toggles.1783

I agree with OP.

While the topic isn’t really an issue to me, it just makes sense(again, to me) especially with the whole ‘downed state’.

Level 80: Elementalist Engineer Guardian Mesmer Ranger Thief Warrior

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Posted by: Vyn.7026

Vyn.7026

Revive orbs are only usable in PvE.

[Lost] Chakres
BP

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Posted by: NatashaK.9418

NatashaK.9418

People who dont tap when they’re dead generally hurt their team more than they help it. I see no real reason to change.