[Suggestion] Downed/Dead/Revive/Rez/Rally

[Suggestion] Downed/Dead/Revive/Rez/Rally

in WvW

Posted by: TheGrimm.5624

TheGrimm.5624

Once again there have been various threads covering different aspects of these but while other WvW changes are being considered wouldn’t mind seeing a CDI on this.

Till then wanted to restart a dialog and see where others stood. Looking at ways to allow people to offset larger forces while creating more of a difference in a downed player versus a dead one. I believe a tighter knit team would have more advantage with these concepts. I am leaving class skills/traits out of this for now to keep it a higher level of discussion. Personally I like it when players need to make decisions since it adds more variations to fights and makes each one different. I also like to see ways to break up larger formations am also looking for more ways that players actions can impact a larger enemy force.

Here are some thoughts on changes to these functions:

Downed – Increased downed health pool by 50%, only allow downed individuals to self revive or be able to revived by others. No rallys.
Why: Will offset changes to the dead state allowing people more of a chance to revive if being cleaved while increasing importance of a stomp.

Dead – 3 minute timer before game forces respawn. Timer stops if someone is actively rezzing the player, timer continues if someone stops rezzing the player and timer continues where it left off. Doesn’t matter if the player is 99% rezzed if they stopped being rezzed and run out of time they are respawned.
Why: Increases importance of reviving versus rezzing. Larger force still has an advantage
but it is offset by having to choose between stopping to revive someone before they are dead else taking even longer to rez them before they are forced back to spawn. This also mitigates the ability of a larger force from completely reconstituting itself from a few players. It either has to stop and address its downed/dead or it will lose numbers before they are forced to respawn. This increases the value of hit and run attacks that have little impact today and now adds value to a defender that can bleed out a larger force. Pyrrhic victories have more of a sting to them in this scenario where as today its as if the enemy never contested the objective since the attacker can get right back to full strength.

Revive – Reviving rates remain the same, a higher rate of revive is applied when not in combat and a decreased rate while in combat. I do not advocate the removal of allowing a revive while in combat since I want that to be a tactical issue with the person having to choose to keep fighting or bring an ally up.

Rez – Rezzing rates are reduced by 50% to offset the increased health pool while the player was in a downed state. Same rules as revive, higher rez rates are applied while out of combat but lower rates are applied while in combat. Once again people can rez while in combat but it will take a lot longer meaning that 2 players are out of the fight versus one.
Why: See dead and downed above. Looking to increase the difference in the states and not allow people to just stay dead in case their side wins and can get everyone back up. Also as above this adds even more value in a stomp since you if can take someone out of the fight odds are better they really will be running back unless aided.

Rally – Remove it completely from WvW.
Why: The focus here is that if someone is downed they need to be revived. There are various negative aspects from rally and unless it was coded that only a single player can rally then it should be removed. This counters my above statement about having players decisions be important but when 3 people can rally off a single player or creature it heavily favors the larger force, not to mention the negative connection that is created by uplevels. In preference would prefer that this is removed from WvW.

So what are you thoughts on?:

Downed
Dead
Revive
Rez
Rally

Good hunting!

GW/PoTBS/WAR/Rift/WAR/GW2/CU

De Mortuis Nil Nisi Bonum.

[Suggestion] Downed/Dead/Revive/Rez/Rally

in WvW

Posted by: Straegen.2938

Straegen.2938

For simplicity of development, just remove Rally from downed in WvW.

If I were to go a step further, dead players would be required to port to spawn. Being able to bring up dead players allows the biggest army to completely revive to full strength after a fight. If players had to port on dead, small groups could actively engage zergs and whittle them down.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

(edited by Straegen.2938)

[Suggestion] Downed/Dead/Revive/Rez/Rally

in WvW

Posted by: retsuya.4708

retsuya.4708

For simplicity of development, just remove Rally from downed in WvW.

If I were to go a step further, dead players would be required to port to spawn. Being able to bring up dead player means the biggest army almost always wins since they can completely revive to full strength after a fight. If players had to port on dead, small groups could actively engage zergs and whittle them down.

+1000

/15chars

[WB] Fort Aspenwood

[Suggestion] Downed/Dead/Revive/Rez/Rally

in WvW

Posted by: Zaxares.5419

Zaxares.5419

Hmm… What about the following:

1. You cannot revive dead allies while you are still in combat. (Downed allies can be revived normally.) As Grimm suggested, this is to preserve the tactical choice between continuing to attack an enemy, and between getting your ally up, while also preventing extremely large zergs from being able to mass res even dead allies in a few seconds between passes.

2. Enemies which are killed via finishers cannot be revived at all (even when out of combat) and must waypoint. This makes stopping to use finishers on enemies another tactical decision via letting your zerg simply steamroll over them.

[Suggestion] Downed/Dead/Revive/Rez/Rally

in WvW

Posted by: TheGrimm.5624

TheGrimm.5624

Hmm… What about the following:

2. Enemies which are killed via finishers cannot be revived at all (even when out of combat) and must waypoint. This makes stopping to use finishers on enemies another tactical decision via letting your zerg simply steamroll over them.

That’s a nice twist and would also allow a more structured force to take advantage and have an edge against a large mass. I say this even as I support PuG warbands. I feel that smaller more organized teams should have an advantage in team play and this goes in that direction. +1 on adding that one.

GW/PoTBS/WAR/Rift/WAR/GW2/CU

De Mortuis Nil Nisi Bonum.