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How would you improve sPvP?

in PvP

Posted by: phantasmal.9241

phantasmal.9241

Hello!

I’ve seen sPvP improve massively, but there’s still something that’s holding me back from playing it.


  • an option to save builds (I’d keep the merchants where you can buy gear in HotM, but I would then add a separate UI where you could swap different gear and mix and match them together, which is where I’d add an option to save the builds; I would a min. quota of slots just like for character slots, where you could buy additional slots for gems)
  • I would add MMR or something that does matchmaking based on your skill and rank (they could work separately together; let’s say I’m rank 34 and the matchmaking would add me to a game where there are people of 30-40 rank playing and if there’s enough games or players it tries to find a game or people that share the same skill, be that the amount of wins, losses on that class or over all their account, or like in LoL the overall score, which could be the kills, assists and deaths combined into one score)
  • I would add an option to spectate ranked games
  • I would make all servers play together ; do note that I wouldn’t join HotM together where people wait, just matches

Now to the game modes…
Now I’m also stoked for other game types, but I would also like to see some change in the existing one, or create a CTP hybrid.


My first impression when I played it was that the game type sort of leans towards conquest type of play.
I’d love to see that capturing the point wouldn’t add to the overall team score, but add small boons/buffs to your team, so that might encourage players to hold points longer and in doing that they might be harder to capture. That imo would also add much needed variety to the existing game as well as make certain team builds more viable.
What I see here as small boons/buffs is something like 10% out of combat running speed/swiftness for all your team if it holds the windmill, faster swimming speed if it holds the waterfall, might if it holds the keep, fury for keep, vigor for clocktower, protection for altar and so on.
I know this would be a game maker or breaker if not done carefully, so the buff wound’t be a big one and specific buffs would be added to the maps where they can add something good to it but not make it really unbalanced.


If the game had some team bosses, when the team defeats the opposing team bosses (that team loses their base) the map could expand a bit and the opposing teams base would be pushed back. I know this might make it totally impossible for that team to break out of their base, so there’s my idea where buffs would become useful to really help that. Let’s say the bosses in the base are hard to kill, so they would require a full party to kill and in that moment the opposing team would have all the buffs at their disposal, if they decide to capture them ofc or they could decide to make the same killing blow to the opposing team.

Hopefully you have found something interesting here and that something sparked your imagination.

Can’t wait for the December update!

(edited by phantasmal.9241)