you keep him from picking it up. pick it up yourself. guardians are not fast enough to get from point back to orb before you can pick it up unless there are enemies for them to teleport to on the way if they have utilities set that way.
what you really need to worry about are warriors that have double endure pain, greatsword and sword, berserker stance, and stability. you cannot stop them from getting to point and they can get back to orb before you pick it up – but if you make them use CD’s running orb then they are vulnerable to kill when they get back to it.
PS. there is a reason spirit watch is not in teamq
New ranks
**still get a rank for every 20k after 80
R100= grey dragon
120 = brown dragon
140 = green dragon
160 = white dragon
180 = golden dragon
**Same colors apply for each 100 ranks going forward
R200’s Destroyer
R300’s Giant
R400’s Warlord
R500’s Hero
R600’s Legend
R700’s Titan
R800’s Leviathan
R900’s Demi-god of the mists
R1000 = God of the mists – unlocks every skin in the game.
Training Area challenges
Dodge challenge
This is to train people not to dodge randomly. You have no weapon skills or utilities. You have infinite endurance. An NPC starts firing at you and you must dodge its attacks. As the challenge progresses, the NPC slowly moves closer to you, and it’s animations become less and less noticeable, and it’s projectile velocity increases. The NPC does not fire consistently, it is randomized timing. The catch is, if you dodge-roll and do NOT dodge an attack, you’re done. It never ends (eventually the NPC has almost 0 cast time and super-fast velocity so you will eventually get hit and it’s over) Your high score is how many times you dodged successfully. There will be a high score leaderboard as well.
Survival challenge
This is to train people to defend. You stand on a point and must hold it from being decapped. 2 NPC’s start attacking you. One does direct damage the other applies conditions as well as direct damage. The NPC’s stats continuously get higher and higher and higher. Your job is to stay alive and hold the point as long as you possibly can. If the point is decapped or you die, it’s over. Your high score is how long you held the point. There will be a high score leaderboard as well.
Combat challenge
This is to train people in managing their cooldowns and general combat rotations. You are in a small arena. You fight 20 consecutive bosses, each tougher than the last. As soon as one is dead, the next one appears and you do not regain any cooldowns or health. The bosses are class-based and their animations are identical to player animations. It is very difficult (but possible) to kill all 20 bosses. The final boss alone is hard to 1v1 for any class, let alone being not full health and CDs. Your high score is your time, which adds a 5 minute penalty for each boss you did not kill.
Great game lets make it better! Can I help? Payment in food and gems is OK!
Here’s what I’d do. I’ll number them so people can agree/disagree by referring to the #
1. I want to make rank progress to 1000 with new title every 20 ranks (see below)
2. I want to change the “play now” button to say hot join with clear label so newbies know its not regular pvp. (newbies click play now and thinks its pvp and decide they dont like pvp)
3. I want to make an option to save a build to switch to it anytime with click of a button
4. I want to make asuras weapons bigger to see the animations (and they can show off their swag)
5. I want to make friend clones and pets see-through so my giant norn mesmer teammate doesn’t block me from seeing anything
6. I want to make a new stat resilience that mitigates cond dmg like toughness does vs power and change condi clears to remove X stacks not entire condis.
ANNND
7. I want to give an option to set priority tree of condis that clears will remove first.
8. I want to remove the glass panels from skyhammer
9. I want to make mmr go by class not account but no more can you relog a new class when a match starts. You could log off and back onto the same toon to tweak your build before timer is up though.
10. I want to make make soloq matching take into account class compositions
11. I want to look into the possibility of making soloq 5 matches to 100, rebalancing teams each match based on what their new MMR would be, and afterwards individual MMRs change based on personal record within the 5 matches. I’d rework map mechanics as necessary so lord/boss are less points, stillness spawns match 3 and tranquility spawns match 5, etc.
12. I want to rework stealth. Remove revealed debuff, reduce all durations by 50%, allow it to contribute to point capture, damage takes you out of stealth, gain aegis while in stealth, and its now a boon affected by duration and skills. Pros are you can use it more often due to revealed, you get aegis in stealth, you can capture and hold points in stealth, you can up your duration (and copy to allies if mesmer) by boon duration. Cons are its shorter and direct damage can take you out of it (aegis gives you 1 free hit though).
13. I want to give option to say “screw your amulet I’m going to assign 1,850 or whatever points myself to my stats manually.” Power/prec/crit/cond are offense and tough/vita/heal/resilience are defense. Cannot put more than 800 in any one stat, must put at least 500 towards offense and 500 towards defense.
14. I want to add a training area to the mists. (see below)
15. I want to revise the rally mechanic (this goes for wvw too) so that in order to rally from an enemy or NPC death, you must have dealt at least 15% damage (compared to their HP) in the last 30 seconds. No more than 2 players can rally (decided based on most HP % dealt
16. I want to add condition damage to the combat log.
There seems to be a very real chance that ANet will add Power, Precision, Toughness armor in the upcoming patch since it was one of the most popular requests in the respective thread.
P/P/T seems to be armor that has “Warrior” written all over it. It’s certainly what I’ll be going for.
PPT… you mean Knight-armor that is in the game since release?
there is no knight/PPT in PvP
The pvp is not ready yet.
We need ladders/seasons at the least. Pvp = competitive. The game still lacks a competitive infrastructure. Imo, in combination with a replacement of hotjoin by unranked queue and the use of CA’s as training grounds/player-held tournies without ANY reward attached to it)
Build templates are a must too. You can’t imagine the effect pvx wiki (or w/e it was called) had on gw1.There’s a lot more needed, but that’s not necessarily as important for new players.
well im afraid PvP wont get the attention it needs to make these changes if the population stays so low. its a chicken/egg conversation….
even that all doesnt matter if the game remains unbalanced and on the same frequent of balancing approaches.
pretty sure in my OP I was hopeful that an influx of players would allow Anet to devote more resources to these fixes and balance (meaning faster, more often)
the only issue with this is that there is nothing BEYOND the “new” dragon.
why does the progression have to end? nobody in wvw is close to reaching rank 9,945 Diamond Legend yet (and still won’t be with account bound wxp) but that’s not being made more attainable….
The WvW rank system is so much better and should be applied to PvP
Plus I would like to see each class you play have a separate rank and MMR, and they each contribute to an overall account rank that progresses towards new titles and achievements.
Example I want to try out necro for awhile, but I don’t want to do it matched against the top of the leaderboards, and I don’t want to learn it in hotjoin. Character-based MMR is much more fun for me in previous games I’ve played.
The pvp is not ready yet.
We need ladders/seasons at the least. Pvp = competitive. The game still lacks a competitive infrastructure. Imo, in combination with a replacement of hotjoin by unranked queue and the use of CA’s as training grounds/player-held tournies without ANY reward attached to it)
Build templates are a must too. You can’t imagine the effect pvx wiki (or w/e it was called) had on gw1.There’s a lot more needed, but that’s not necessarily as important for new players.
well im afraid PvP wont get the attention it needs to make these changes if the population stays so low. its a chicken/egg conversation….
Ranger can’t kill a thief. Ever.
That skill that disrupts stealth? Doesn’t work. No point having it.It’s easy with a Mesmer or Necro however. That low health pool melts like butter under a condi Necro.
Good rangers can.
Good rangers can not kill a good thief.
+1
good trap rangers can. thieves never expect a huge trap condi bomb, and rarely have the removal to deal with it.
Current maximum # sigils
Ele/Engi – 2
Others – 4
Post-patch the maximum # sigils will be
Ele/Engi – 2
Others – 4
whats the big deal?
Warriors can build for mobility. I’ve seen GS + Sword/Warhorn warriors roaming around at lightning speed, but have I ever died to one? lol no…. mace/shield, mace/sword, sword/sword, hambow, etc – those are the warriors that you have to worry about, and a thief can outrun any of them.
Thief has the advantage of having mobility built-in to it’s best combat specs.
if they remove the glass panels I’d be ok with the map. I can position myself to not get knocked off the map, but it’s those 1,200 range pulls + immobilize and you have 1 second to break the stun, clear the condi, and get off the glass? Most classes don’t have a stun break + condi clear that have a combined cast time of less than 1 second….
There are countless millions of PvP gamers out there. When you announce your next “free weekend” of GW2 why not try to entice them a bit? I imagine you don’t have to do anything special except mention the word "PvP’ and make sure they know they just have to go through the intro mission and then enter the mists, and direct them somewhere to be able to quickly learn about builds and conquest mode.
If you get a lot of interest, the decision makers at Anet might realize how big of a market there is for PvP, and decide to finally devote more resources to bug fixes, faster updates, and other quality of life and wish-list items.
Like many others I feel this is a great game but its potential is held back by a lot of little things that are simply due to lack of resources devoted to PvP.
After all, PvP is the long-term sustainability (or lack thereof) of this game.
Combat log only shows the direct damage applied. When you get condi bursted with 4-8 conditions you do not have time to stop and look at the stacks and what types, the durations, what skills applied them, and how much damage each is doing.
Isn’t this a major oversight in the combat log? I’d like to see the condition damage in the log, for the same reason you thought it was nice to show us the direct damage.
i’d be happy with zerker stance reducing duration by 50% but also removing 3 conditions upon activation.
thief shadow trap can be hard to use but it can also be extremely useful. similar to if a mesmer portal was personal use only on a 45 second cooldown, lasted 2 minutes, and had a range of 10,000 and when taking it you are stealthed and gain 10 stacks of might + fury.
thief can drop shadow trap on home point and go fight like normal. engi shows up to try to decap your close point defender, you activate trap and 2v1 him down real fast.
but to do this you have to give up your signet so it’s not always worth it. look at all the factors and make your own decision.
lol nice. you should have won because you are ticking 2 points.
imo if 500 is a tie the game should continue until someone has a lead. in this case would have been 1 second til the next point tick win 502-501
hotjoin you get 50 rank points when auto-balanced.
is there a possibility in soloQ if an enemy team only had 4 players for say…. 45 seconds consecutive that you get the option to “volunteer” to sit out and gain rank point bonus for doing so? maybe you automatically get 1,000 rank points whether you win or lose (because playing 5v4 is a guaranteed 1,000 so nobody would volunteer with a chance of losing rank because of it).
You’d basically be stuck at spawn and if the enemy 5th showed back up you would be back in the match. Not sure if you should still get the guaranteed 1,000 at that point or not.
sometimes your team simply won’t have the firepower to take down the engi without 2-3 people on him. in those cases, leave him alone and let him afk on your close. go outnumber the enemy 5v4 on the rest of the map and play mid, far, and map mechanics. You’ll lose if you are constantly fighting the engi on a point that you don’t own.
if you have low MMR and you win against a team with high MMR they should lose a lot of thier MMR and you gain a significant one. so this way people with high MMR will not be farming other player with low MMR and get same amount. this will promote good incentive to beat good players with less drawback since if guys with high MMR beat a low MMR they get no significant increase in thier mmr.
that’s how it does actually work, but too much so. it needs to be toned down.
you shouldn’t be able to gain or lose hundreds of ranks in a few matches like in the current system – your MMR should change more slowly.
I’ve gone from like rank 80% to rank 29 back to 90% back to rank 100, etc, etc.
So I really have no clue where I belong on the ladder. It’s meaningless for everyone who doesn’t have thousands of games played and never takes breaks.
i can hold a really long time as warrior vs decap.
Do not pop your stability or berserker stance at first. The first time you get controlled the Last STand trait will kick in. make sure you notice that. Once stability is off, try to dodge/blind his knockbacks, but be ready to quickly hit balanced stance if a knockback lands on you. With a little practice, you’ll be able to stun break before it gets you off the point. You’ll get immobilized now but who cares you’re on point, so use your AoEs and kill his turrets. Repeat with dolyak signet instead as your stun break, but this time also use berserker stance and since his turrets are gone, burst the hell out of him.
gg having a triple stability bd just to fight a decap engi, but still you cant rng yolo dodge that insta push back all the time. and good luck killing that engi without cleansing ire or merciless hammer while the engi probably have cc gain protection and cc – 20% income damage.
oh sorry lol i should have clarified i am running condi war sword/sword longbow. i have cleansing ire, dogged march, and last stand, plus balanced, zerker stance, and dolyak signet.
the stabilities aren’t just for fighting decap. having an extra stunbreak and always being able to stability-stomp is more useful imo than endure pain or retaliation.
if i was running hammer i would need merciless hammer which means i’d have to give up last stand because cleansing ire is always a requirement obviously.
but if the enemy team is mostly squishies i’ll swap dolyak for endure pain (or fear me on skyhammer) and last stand for defy pain.
i can hold a really long time as warrior vs decap.
Do not pop your stability or berserker stance at first. The first time you get controlled the Last STand trait will kick in. make sure you notice that. Once stability is off, try to dodge/blind his knockbacks, but be ready to quickly hit balanced stance if a knockback lands on you. With a little practice, you’ll be able to stun break before it gets you off the point. You’ll get immobilized now but who cares you’re on point, so use your AoEs and kill his turrets. Repeat with dolyak signet instead as your stun break, but this time also use berserker stance and since his turrets are gone, burst the hell out of him.
Warriors are not immune to conditions for 20+ seconds at a time what?
Traited duration increase on berserker stance is still max 10 seconds total.
But warriors remove conditions when they burst, so after you apply your condi bomb always try to daze, fear, stun them somehow, or if they using melee weapon blind will probably work because a melee burst that misses won’t remove condis.
“close inc” isnt good enough. dumb it down for them and the first thing you say is “need help at home!”
i try to play ele for the first time in 6 months and what is my team? 3 eles lol.
i try to play thief cuz its fun and what is my team? 3 thiefs
half my soloq games are full teams of squishies so I am basically stuck playing war/guard all the time if I want to win.
say if you lose mid 2v3 then 2 of them will often come home and you’ll lose it anyway, whereas if you would have run to help mid real quick and helped win the fight then your home stays OK.
no you watch the map and see where enemies are. when there is 1+ unaccounted for you leave point looking for them to be coming. if they are not coming they are going somewhere else which means you’ll quickly see them on mini map.
there are plenty of times, especially on foefire, that you can leave home to help at mid real quick and then go right back towards home to ensure its not gonna be decapped.
lol other people can type F.C. but mine gets censored wtf
edit oh its because my next letter was K i didnt’ number it like y’all. anyway that’s what it’s gonna be
GoM
DR
SF
DH
kitten
N
EB
ET
So i really wanna see this happen and I know there’s a guild out there willing to accept this challenge…..
Make a zerg of zerker rifle warriors with berserker stance and signet of might. Make sure rifles are traited to pierce and bursts traited to do more damage, with sigil of intelligence on rifle to make sure it crits.
Then add in several mesmers with mass invis, veil, portal
When you see an enemy group, the warriors use berserker stance to fill their adrenaline, swap to rifle, the mesmers invis them, and while invis the warriors pop signet of might and use kill shot.
unload a round of unblockable piercing kill shots on them and see what happens! (use portal to continuously regroup and do it again >.<)
I’m in a weird situation where I have lots of gear tokens, tons of rank tokens and loads and loads of arcane orbs and some slivers and crystals. But I ran out of dust.
Why the hell can’t I just buy dust with copper? Hell, why can’t we buy the PVP materials (excluding rank tokens of course)? But then again, I’ve pretty much filled up my locker up to the rank level that I’m in.
It just feels so bad that all that stuff is going to waste. In PVE, we’d probably be able to turn those into a Legendary. Okay I’m exaggerating but you get my point.
salvage everything you don’t want. why not?
Would new megaserver allow to take off (or increase) 5 targets cap on aoe?
Is there any plan for this in the future?
This would be really good cause actually the five target aoe cap is the 1st reason being a zerg rules overall.
I know devs told us in the past that removing aoe cap wasn’t possible for technical issue but i’m wondering if the new megaserver system would be capable of maneage an highest aoe target cap (10 or 20 or no cap at all) rather than 5.
Thx
nope
the only thing I can think of is salvage all the collectibles that you dont want or need and hopefully you’ll get some tokens.
There’s a cap on wxp rank and point progression. Diamond whatever or something.
I think it is better to split recognition of time played and recognition of skill, especially in a pvp game mode.
This is recognition of time spent. Recognition of skill is supposed to be the leaderboards. That’s an entirely separate conversation.
And yes there is a cap on WxP at rank 9,945 Diamond Legend, but that’s an extremely lofty goal that very few people will ever achieve, and more ranks can easily be added when players start getting close to it.
I’ve seen some very effective non-spirit rangers in PvP.
Trap condi ranger can be quite deadly.
And zerker longbow…. yea 9/10 are total newb, but the 1/10 that plays it well is really nasty and effective.
All of the discussions about PvP rewards and progression are seeming to get too involved when really it is a simple concept.
Recognition is the easiest and cheapest way to keep people happy with their time investment. Putting a hard cap on recognition is like putting a hard cap on your game’s long-term appeal.
Nobody complains about the WvW rank/title system. Every rank takes the same amount to rank up, and the ranks go up to 9,945, with 105 titles along the way. Progression never stops, rewards never stop with chests each rank, it’s a working system.
Your character level is capped at 80 because stats need a hard cap in order to balance the game. But why in the world was PvP rank every capped at 80 at all? And why does each rank require more points to obtain? The WvW system is cleaner, more rewarding, more recognition, longer-term, and should be applied to PvP as well.
All you have to do is think of new titles I mean…. how hard is that really? Let the community create lists and vote on them you don’t even have to do it lol….
by some miracle last night in soloq I got some really great matches. Mostly everyone on both teams were ranked players, and the occasional lowbie that was at least good enough that the matches were all very close. several games were decided by less than 30 points or so.
didn’t even get any 4v5s at all. wish that was the case more often.
NORMALLY you need people abusing builds such as decap engi, because if nobody points out how OP it is then it won’t get fixed.
but in GW2’s case it takes forever and a day to get fixed so it’s just annoying as kitten for a long time.
thief and ele are better down state than mesmer. mesmer is better than the rest. if you look at the hardest classes to kill, the best down states are in basically the opposite order of that.
i didn’t know the mesmer down clone is getting an arrow… i keep trying to find all the patch notes but apparently still haven’t seen them all….
but if it still shows up first it won’t really matter.
vs anything with stability or blind it’s still better than war, guard, necro, ranger, engi.
it’s no secret that the classes that go down the easiest have the best downed skills.
I don’t see the point of the clone at all. Since it doesn’t do any damage I have to assume the initial intent was to try to fool the enemy. Nobody is fooled by it. The red arrow should probably go and it should spawn at the same time as the real mesmer.
If that would be too OP, then just get rid of the pointless clone.
If it was me, I’d get rid of the clone and no longer require a target to cast it. It would basically be just like thief #2 then, except you can’t control where you land, and your 3 skill can’t stop a stomp, so definitely not OP.
I’m around rank 47 and I’ve only focused on PvP’ing for about 3-4 months. I probably average about 2-3 hours a day playing. I figure I’m about halfway to the “new” 80. This would mean Dragon will be achievable in somewhere around 500 hours. Still not a small accomplishment, but let’s compare it to WvW….
Even when account-bound WxP hits, nobody will be even remotely close to the top rank 9,945 – after the first couple thousand ranks you have nothing left to spend your rank points on, but you do get rank chests, and you keep earning new titles until finally you achieve the rank of Diamond Legend. But even in WvW you cannot see the rank of your allies on your server, and enemies that see your rank cannot see your player’s name, so even there with that progression system that continuously rewards and goes seemingly forever, there is still no real recognition!
It’s not a coincidence. It’s what Anet thinks it needs to do in order to keep catering to new players. They want to keep selling copies and making money. They want you to BUY your rewards. They don’t care so much about rewarding you for time spent, because the only way time spent = money for them is if the game had a monthly fee.
Bottom line is no monthly fee = cater to new players and monthly fee = cater to existing players.
Dupes will do nothing more than a single wardrobe unlock. The transmutation charges you’ll get on April 15th will be based on your new PvP rank and not based on items.
What about dupes of gemstore items?
You should submit a ticket to CS and ask for a refund for duplicate armor sets.
Do we need to wait until patch to submit the ticket? I have profane armor on my female ele and male thief.
it would be a cool gesture to count translated rank points beyond 80 as spendable points towards the new unlockable paths but aren’t most of those rewards similar to what used to be able to be bought with glory which the players like OE probably have all of them already?
i would like some sort of challenges like in the Madden NFL games where you have a training camp option.
they would be individual challenges but maybe have a leaderboard for fastest times, high scores, etc.
They aren’t exactly PvP, but they are something to do while in queue, and some of them would teach very valuable skills for PvP such as dodging effectively, kiting, and support.
some ideas would be:
escalating boss fights – fight NPCs and when they are dead a new one instantly spawns but your health and CDs do not reset. each boss is tougher than the last. 10 or 20 total bosses. there is a time limit. it is extremely difficult to kill all of them. if you do kill all of them, the total time it took is your score. leaderboard for fastest times.
support challenge – 4 NPC allies defend a circle against waves of mobs. you have to heal and support them as long as you can. your score is how long until all of them are dead. mobs do not attack you they go for the NPCs. the NPCs go into downed state and can be rezzed but they have very low health when they enter downed state, and some mobs possibly are using poison AoEs.
kiting challenge – you are placed in a small round area with no escape. invulnerable mobs with decent DPS and some condis keep spawning. you have to stay alive as long as you can. your high score is how long you stayed alive.
dodge challenge – you start with 1 mob firing at you with ranged weapon. you have infinite endurance, but if you dodge and an attack is not dodged, you lose all endurance and it has to refill. energy sigils/vigor do not work and you have no weapon skills or utilities, only dodges. as it progresses, more mobs start firing, including some AoEs, and their shot animations become either shorter or less obvious. Once you take damage 3 times you’re done. Your high score is the total # of attacks dodged.
its the condi equivalent of cleric. replaces power with cond damage.
damage is over time instead of up front. requires reaction instead of anticipation to mitigate the damage.
just be glad there is no Dire in pvp.
It would be nice if the leaderboard was the end-game goal, but that would require a better MMR which would require a larger playerbase, which they are trying to accomplish with this patch. I don’t see removing jewel flexibility and simplifying the UI as a big step towards getting more people in PvP. Making it a lot easier to level up characters would be the biggest step they can take and it sounds like they are going to do so, but to what extent?
The simplified UI is good thing dont get me wrong I have always hated having to equip all 6 runes separately… even in online build editors I can copy the rune to all slots lol…. but it never kept me from playing PvP.
What Anet should do is change the ridiculous builds new characters start with the first time they enter PvP and make them something useful and fairly common. I think it defaulted me to like…. zerker amulet and divinity runes on my ranger? lolwut that should not be a default.
and there is no good place for new players to learn pvp. hotjoin is a place to learn to hate pvp without ever understanding the game mode, and everything else is rated.
at least change the description of hot join instead of it being a button that says “play now” and makes new players think they are "play"ing actual PvP when they really are not at all.
wait a minute….. if you’re rank 70 that means you already got rank chests for all of those ranks. and you’ll get 11 more on patch day….. so total still 80 rank up chests. A new player going to R80 will also get the same # of chests at the end of the day. Nobody is getting more total chests than you, it’s just that you got yours in the past and they get theirs on patch day.
All in all the amount of rank chests are the same. The real issue here is that for all your playing hours beyond the (new) R80, there will be no recognition or reward.
It has nothing to do with how many chests you receive on patch day and everything to do with there being no clear recognition or goal to work towards past the new R80.
Amirite?
No. I think you’re underestimating how long it took to reach rank 70. Since the patch that actually gave out chests hit, I have received ONE chest because it takes me 450,000 rank points to rank up.
Once more though, most people in this thread are continually mistaking what I’m trying to get across. While everyone knows and understands that high ranks are getting boned, the most symbolic of changes is the fact that rank 55s will receive more rank-up chests to rank 80 than rank 70s will. That is an undeniable fact and I cite a dev in my OP.
At the end of the day I don’t care too much about my lost finisher and 3 million rank points that will just go “poof”. I just want a little bit of respect from the devs. Rewarding rank 55s who get to 80 more than 70s who get to 80 is just the last straw.
what i’m saying is all in all total old system or new system you get a grand total of 80-81 rank chests no matter what system you played under. so nobody gets more chests. the issue is what do you get for your hundreds or thousands of hours playing beyond what the “new” R80 is? Nothing really. That’s the issue, not the rank chests.
Isn’t there still some ridiculous PvP title that nobody has achieved yet? like win 10,000 matches or something? is that the only thing you have left to eventually set yourself apart?
The way a 5v4 should be handled is as follows (assuming the 5 person team wins)
1. Everyone on the 5 person team should get a win
2. The 4 members of the losing team should not get a loss
3. The 1 person who left should get a loss
if the game starts off 5v4 it should not even begin all go back to mists and person who didn’t show gets dishonorable stack.
If it’s 5v4 I would like to see where after 60 seconds a balance happens where the first person to die on the team with 5 cannot leave spawn. If the enemy 5th shows up it goes away. If someone else dies on the team with 5 it replaces them in spawn. The team with 5 still has the advantage because they have no downtime on death, and because it would stay 5v4 if they don’t die.
At least then the team with 4 can try to kill someone and create a 4v4, and then try to come back from behind (which they most likely are since they went a minimum 60 seconds outnumbered).
it would also be less intimidating for newer players, because you could then play PvP without any permanent stat attached to you. You could make a pvp toon and if it goes badly you could just delete it and erase your 2-9 record forever.
And this would make the ladder useless
That is false the first game I played PvP had a ladder like this and it worked very well. A player’s actual rank was tied to their MMR as well, meaning your rank could go down from losses or inactive, and the #1 player was also the highest ranked player.
So you could create a new toon any time you want and start fresh 0-0 and troll newbies, but your rank would start at R1.
