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Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

Just to clarify, we are talking about the automatic-rally-when-an-enemy-dies mechanic.

Not down state itself, or teammate-revive, or self-bandage.

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

I agree, really hate rallying. It just completely ruins entertaining fights as the first engagement determines the majority of how the fight plays out. So many games are just determined by rallies.

Yes, exactly!

However the one thing I think the rally mechanic helps against is bunkers. That way the winner of a team fight wins by a land slide and has the dps available to clean up the enemy bunker before reinforcements arrive. A fight with only the bunkers remaining would be pretty meh…

I see what you mean, but once one defender is defeated, the attackers only need a few seconds to revive a downed teammate. In the case that both sides defeat a player (if there were no rally system), you could argue that the fight was a tie, so the defenders deserve to keep the point. Moreover, last patch’s change to respawn timing mostly prevents bunker-respawn-reinforcement.

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

I HATE rally so many times some clown gets himself killed when the other team has multiple people in the down state…… They all get back up not just 1 all 3 happened at a keep fight today.

This, too. Rallying goes against the philosophy that “you can’t hurt your teammates.”

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

Rallying is sometimes interesting in 2v2s, when both side has one player down and you have to decide what to do based on how good the opponent’s downed skills are and how many interrupts/stability you have. From time to time, I get the excitement of interrupting the opposing stomp and then actually choosing to get my stomp off in the nick of time, rather than just rezzing.

However, those few times are not worth enduring the long-range rallies, weird/absurd teamfight effects, etc.

I think Anet should make rez time a little slower than stomp time, and remove rallying on kills.

Even in PvE it feels like a really odd mechanic—“I’m going down, better save that spider at low health so I can rally…”

That first scenario is a good point, sometimes there is a spectacular save due to the “all or nothing” aspect. But, like you said, it’s not worth it.

Also, think of the alternative: if there were no rally, there would be an equally interesting decision about whether to trade kills to end up at 1v1, or to try to defend/revive your teammate and risk going back to 2v2.

As it is, 2v2 can’t become 1v1 due to the rally mechanic.

(edited by BarryF.1204)

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

I find rallies like any other factor, if you pay attention to it’s existence, and prepare for the possibility of it happening, it won’t bite to in the *.

I agree that a competitive player will study and attempt to take advantage of any mechanic in the game. That doesn’t justify said mechanic, though.

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

I don’t necessarily hate it. (Though I too struggle to find how it’s necessary) I think it would be better if you couldn’t rally while someone was finishing you, at least.
I wonder if this was to prevent people from leaving large amount of teams bleeding out?

This is something that also feels very gimmicky; downed really needs an option to release. But I think this has been discussed in other threads.

I’m not even sure rallying counters this tactic; in fact it may synergize with it since having targets to ping to death with downed #1 allows you to self-rally.

Rallying -- why?

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Posted by: BarryF.1204

BarryF.1204

Down-state itself seems fine to me, but rallying on enemy defeat is an awkward, ungainly system that detracts from PvP.

(1) Rallying is random

Two identical teams of the same skill fight each other. Both down their focus target at the exact same time, and stomp/dps the downed at the same time. The fight will be determined by lag, as whoever finishes first will rally their teammate. The rest of the fight will also not be close, despite identical performances.

(2) Rallying is gimmicky

If I am at 1% hp, and I see my team is about to defeat an enemy, it is advantageous for me to run into the nearest enemy damage to down myself, to free heal up to 25% hp.

For a game to draw spectator/esport attention, it needs to minimize counter-intuitive mechanics like this which only serve to disengage the audience. (“Why did he just do that? Oh. Huh. That makes no sense but ok.”)

(3) Rallying breaks immersion

To continue that last point; any mechanic which reminds me I’m playing an abstract math game, is less fun, for both players and observers. Suddenly vaulting to my feet because an enemy dies stretches suspension of disbelief.

(4) Rallying is unnecessary

All the above might be palatable if there was some design reason necessitating rallying… but I’m really having difficulty understanding what that rationale might be.

  • Excitement at the possibility of getting back in the game? Surely downed-healing is enough for that.
  • To get a losing side back into a match? Rallying actually snowballs the winning side into winning more, so no.
  • To further strengthen builds that finish faster? No idea why this would be needed.

Thoughts/comments?

Trebuchets and the people who abuse it.

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Posted by: BarryF.1204

BarryF.1204

IMHO Embershard wins this thread