The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)
Since making any real changes to downed state seems to be impossible to do in a timely manner:
was wondering if maybe some basic changes to the downed penalty could be considered.
Consider that the downed penalty could scale based on how low your downed state % hp falls to. So someone who gets up from a rally/heal/instantrez will be penalized by the lowest % hp they had when downed. So say the lowest some1 reached was 10%, then the downed penalty could be something alot more significant, maybe even as low as 20% normal hp (rather than 75%). Certain thresholds could grant more inhibitors as well. Maybe an incumbered state could be offered for a few seconds for those reaching 30% or lower hp. The second time you are downed, you return to the lowest hp achieved in your first downed (unless downed penalty wears off). Instead of 25% less hp each time you are downed…..
This kind of system honestly would be more fair, even if we can scientifically down some1 60+ times in a row in a controlled environment. You have to consider the liability the downed person poses with being incumbered and having less hp or having other effects on them. Such a system is more fair than the current one, which 1 sidedly-favours the healers 75% of the time (25% of the time it favours the attackers).
So basically healing while in combat, can still be done easily, but getting the enemy up isn’t instant victory anymore. You have to baby the recently revived player a bit more…..and this is still very easy and possible to do regardless of the new penalties depending on your class/blob.
If anet wanted to go a step farther they could improve the instant rez abilities a bit if they did this, increase their range, shielding effects a bit more (i.e. search and rescue, war banner, guardian rev signet thing, engie gyro etc, guard bubbles).
Then rezing would be more give and take, rather than the current system, which negates any efforts achieved by downing an enemy.
A basic kind of re-imagining of downed state is warranted imo. So for example: its easier to get some1 up, but its harder to keep them up.
Healing downed state players while ur in combat should eat up more resources. You should be able to keep some1 alive like you can currently, but it ‘neeeeeds’ to take more work rather than casting a bubble and pressing f for 1-3 seconds to achieve a fully combat ready ally. We might even consider granting more aoe instant rez’es like the warrior banner does. A give and take system would be much better.
I think the benefits would apply to all 3 combat scenarios: solo, small group, and zerg warfare. The key for zerg warfare is inhibiting the movement of the zerg per downed player they revive. Getting bogged down and focus fired should be the penalty for zergs losing too many players to downed state.
(edited by Cerby.1069)
The current downed state is fine… Let’s let the devs work on important stuff instead of revisiting stuff that’s working.
The current downed state is fine… Let’s let the devs work on important stuff instead of revisiting stuff that’s working.
no its not. with the hot meta downed state is slowing down combat wayyyy too much. the time it takes top complete any small group fight is ridiculous for a mode thats supposed to be about taking castles, keeps, and towers. and you cant disrupt or stop a blob without relatively similar numbers largely due to the present system.
downed state IS the most important thing to fix. it provides ways for outnumbered players to fight. it keeps blobs from lowering the skill cap and making everyone bored of extended play. it keeps the mode alive by increasing play-ability…or replay-ability in wvsw’s case.
it keeps wvsw playable for everyone…i dont kno what is more important than that. new maps? more guild upgrades? more waypoints? making equal matchups while allowing open transfers? i think we’ve seen how these have been addressed, and the solutions r not there.
downed state affects everything in the mode except siege itself. prove to me otherwise. i dare you to try. adjusting downed state values and abilities is EVERYTHING to this mode.
tell me what these more important issues are and i will prove that modifying downed state, in some way, addresses it in a positive manner.
(edited by Cerby.1069)
Sounds kind of complicated but might be not the bad idea. If I understand you correctly then you are saying that current system doesn’t penalize players revived from downed state enough in regards for how they were downed. If that’s the case, then I think it would be interesting to discuss this more here.
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