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Downed state in PvP

2

Comments

  • romanator0romanator0 Member Posts: 2,382

    Originally posted by Foomerang

     




    Originally posted by fundayz





    Originally posted by Foomerang

     






    Originally posted by fundayz

    You lack credibility. ArenaNet has stated multiple times that they are NOT balancing PvP around 1v1 because it's a team game. 








    And yet you can organize 1v1 arenas...





    So? That doesn't mean the game is balanced around it, specially considering the devs have explicitly said otherwise.





    Why would I think its not balanced for 1v1? Every class can support, dps, and heal. They even said that they are designing the classes so that any class can counter any other class. If they didnt care about 1v1 they wouldnt have made arenas for it, they wouldve just had meaningless duels and have been done with it.

     

    Then why are the competitive PvP modes strictly 5v5? I highly doubt you have enough insight of the workings of the game to say what its balanced around.

    image

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by romanator0

    Originally posted by Foomerang
     


    Originally posted by fundayz



    Originally posted by Foomerang
     




    Originally posted by fundayz
    You lack credibility. ArenaNet has stated multiple times that they are NOT balancing PvP around 1v1 because it's a team game. 




    And yet you can organize 1v1 arenas...




    So? That doesn't mean the game is balanced around it, specially considering the devs have explicitly said otherwise.




    Why would I think its not balanced for 1v1? Every class can support, dps, and heal. They even said that they are designing the classes so that any class can counter any other class. If they didnt care about 1v1 they wouldnt have made arenas for it, they wouldve just had meaningless duels and have been done with it.
     


    Then why are the competitive PvP modes strictly 5v5? I highly doubt you have enough insight of the workings of the game to say what its balanced around.


    I highly doubt you do either. The vast majority of GW2 fans around here all rave about how balanced the pvp is going to be. Did I miss an asterisk somewhere that said *only for 5v5?
  • romanator0romanator0 Member Posts: 2,382

    Originally posted by Foomerang

     




    Originally posted by romanator0





    Originally posted by Foomerang

     








    Originally posted by fundayz










    Originally posted by Foomerang

     












    Originally posted by fundayz

    You lack credibility. ArenaNet has stated multiple times that they are NOT balancing PvP around 1v1 because it's a team game. 














    And yet you can organize 1v1 arenas...










    So? That doesn't mean the game is balanced around it, specially considering the devs have explicitly said otherwise.










    Why would I think its not balanced for 1v1? Every class can support, dps, and heal. They even said that they are designing the classes so that any class can counter any other class. If they didnt care about 1v1 they wouldnt have made arenas for it, they wouldve just had meaningless duels and have been done with it.

     






    Then why are the competitive PvP modes strictly 5v5? I highly doubt you have enough insight of the workings of the game to say what its balanced around.





    I highly doubt you do either. The vast majority of GW2 fans around here all rave about how balanced the pvp is going to be. Did I miss an asterisk somewhere that said *only for 5v5?

     

    Competitive players looking for more organized play can try tournament mode, which pits teams of five players against each other in pick-up tournaments as well as monthly and player-run tournaments.

    http://www.guildwars2.com/en/the-game/pvp/

    image

  • FoomerangFoomerang Member UncommonPosts: 5,628


    Originally posted by romanator0
    Competitive players looking for more organized play can try tournament mode, which pits teams of five players against each other in pick-up tournaments as well as monthly and player-run tournaments.
    http://www.guildwars2.com/en/the-game/pvp/

    thanks for the info.
    I was under the impression that since every class can fill every role, has a heal, and is supposedly able to counter every other class it was being balanced for 1v1. Pvp being balanced around 5v5 is news to me.
  • KillyoxKillyox Member CommonPosts: 424

    Originally posted by mrshroom89

    Originally posted by andre369


    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

     

    kills dont matter to YOU. I for one enjoy having the top kdr in the match.  When your team is winning and its obvious the other team cant compete what else is there to do other than rack up some kills.  But i guess there are some people who would know nothing about that. 

    Guess i will be forced to play melee if i want to flex my epeen :(

    So you're one of those players in wow that don't care about objectives and greater picture and you just hunt kills? I did it myself to a degree but only when it was an obvious win or very bad pug. In our premades [we had many Rank 1 players in the guild and a part of our premade who also were blizz tournament players - like dakkrothy] and in this case we always focused on the win and bigger picture, kills just came themselves.

  • mazutmazut Member UncommonPosts: 988

    The downed state is a two-bladedknife. Strategicaly you win 20-30 sec by leaving the player and not finish him. This gives huge advantage and time to regroup. I think downstate should be removed from arena mode PvP or maybe its duration should be much shorter.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by FlawSGI

    Originally posted by PrinceDamien


    Originally posted by Atlan99


    Originally posted by 0guz


    Originally posted by Atlan99


    Originally posted by wojtekpl


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    You seem to be living in the past.

    Kill stealing? In PvP BG ? Who cares? Objectives matter not who gets the most "killing blows".

    Again that`s your opinion. He obviously cares. Maybe his objective is to get the most kills.

    then he should kill "steal" lol

    lol. Well played sir.

    The only reason I can see why Shroom see this PvP kill-steal as a problem might be if the one who lands the killing blow, gets XP for it. And by that get more XP then the player truly deserve. But since theres no Kill-Steal in PvE, I can only guess its the same mechanics in PvP. Everyone who participate on killing a person gets XP for it.

      Maybe but he also made it clear hes more interested in K/D ratio. I never cared personally because I used to PvP as a support character and got more enjoyment out of turning the tide of a battle more than how many I downed but that's just me.

    Well, with this attitude he will never quallify for my, or any other good PvP team.

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by mazut

    The downed state is a two-bladedknife. Strategicaly you win 20-30 sec by leaving the player and not finish him. This gives huge advantage and time to regroup. I think downstate should be removed from arena mode PvP or maybe its duration should be much shorter.

    But then Downside is quite ballanced too

    -It allows you to recover after your own death

    -It allows you to be rezzed by team mates..

     

    I either win like 15 secconds.... or i loose because the downed player gets rezzed. Its all about tactics, and dessigins.  Making the downed time shorter also reduces the chance to get rezzed significantly... My prediction: Good teams using vent will almost allways get the rezz in time

     

    Next to that, when killing blows get nice flashy annimations, most people can't resist to give the killingblow anyway....

     

     

     

    They should leave it as is, as it adds more depth to the situation

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • KuinnKuinn Member UncommonPosts: 2,072

    Originally posted by andre369

    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

    This does not matter when half of the participating players dont care if it's a team game or not, they still count kills, even after you've told them a hundred times they should try to complete objectives. Sure you can play with guildmates only if you're the organizing sort, but it does not fix the problem for those who dont.

     

    There will propably be a lot of other problems too, like every other player exiting the battle after they get downed but not finished, too impatient to wait for a res. Or people getting tired of being harassed or "cc-farmed" in the downed state.

     

    I really hope you get to choose when you enter a battle if the downed crap is on or off. Or at least change to something like you have a chance to go in downed state but not always, like if a person hits you in the shoulder or head there's a significant difference if you die or just get badly hurt. Not this "if you want to kill someone you have to do it twice every time, or you can do it once, and then play with the 'body' ". I see nothing positive about this system in its current state.

  • mazutmazut Member UncommonPosts: 988

    Originally posted by Lord.Bachus

    Originally posted by mazut

    The downed state is a two-bladedknife. Strategicaly you win 20-30 sec by leaving the player and not finish him. This gives huge advantage and time to regroup. I think downstate should be removed from arena mode PvP or maybe its duration should be much shorter.

    But then Downside is quite ballanced too

    -It allows you to recover after your own death

    -It allows you to be rezzed by team mates..

     

    I either win like 15 secconds.... or i loose because the downed player gets rezzed. Its all about tactics, and dessigins.  Making the downed time shorter also reduces the chance to get rezzed significantly... My prediction: Good teams using vent will almost allways get the rezz in time

     

    Next to that, when killing blows get nice flashy annimations, most people can't resist to give the killingblow anyway....

     

     

     

    They should leave it as is, as it adds more depth to the situation

    Not going to work that good in RA.

  • mazutmazut Member UncommonPosts: 988

    Originally posted by Kuinn

    Originally posted by andre369


    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

    This does not matter when half of the participating players dont care if it's a team game or not, they still count kills, even after you've told them a hundred times they should try to complete objectives. Sure you can play with guildmates only if you're the organizing sort, but it does not fix the problem for those who dont.

     

    There will propably be a lot of other problems too, like every other player exiting the battle after they get downed but not finished, too impatient to wait for a res. Or people getting tired of being harassed or "cc-farmed" in the downed state.

     

    I really hope you get to choose when you enter a battle if the downed crap is on or off. Or at least change to something like you have a chance to go in downed state but not always, like if a person hits you in the shoulder or head there's a significant difference if you die or just get badly hurt. Not this "if you want to kill someone you have to do it twice every time, or you can do it once, and then play with the 'body' ". I see nothing positive about this system in its current state.

    They must add button "retreat". This way the player will have the option to res asap or wait.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by mazut

    Originally posted by Lord.Bachus


    Originally posted by mazut

    The downed state is a two-bladedknife. Strategicaly you win 20-30 sec by leaving the player and not finish him. This gives huge advantage and time to regroup. I think downstate should be removed from arena mode PvP or maybe its duration should be much shorter.

    But then Downside is quite ballanced too

    -It allows you to recover after your own death

    -It allows you to be rezzed by team mates..

     

    I either win like 15 secconds.... or i loose because the downed player gets rezzed. Its all about tactics, and dessigins.  Making the downed time shorter also reduces the chance to get rezzed significantly... My prediction: Good teams using vent will almost allways get the rezz in time

     

    Next to that, when killing blows get nice flashy annimations, most people can't resist to give the killingblow anyway....

     

     

     

    They should leave it as is, as it adds more depth to the situation

    Not going to work that good in RA.

    Please explain why you think it would not work? Do you extensive hands on experience?

     

    You still think to much along the lines of experience you got from other MMO's, this my friend is a totally different game.

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • KuinnKuinn Member UncommonPosts: 2,072

    Originally posted by mazut

    Originally posted by Kuinn


    Originally posted by andre369


    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

    This does not matter when half of the participating players dont care if it's a team game or not, they still count kills, even after you've told them a hundred times they should try to complete objectives. Sure you can play with guildmates only if you're the organizing sort, but it does not fix the problem for those who dont.

     

    There will propably be a lot of other problems too, like every other player exiting the battle after they get downed but not finished, too impatient to wait for a res. Or people getting tired of being harassed or "cc-farmed" in the downed state.

     

    I really hope you get to choose when you enter a battle if the downed crap is on or off. Or at least change to something like you have a chance to go in downed state but not always, like if a person hits you in the shoulder or head there's a significant difference if you die or just get badly hurt. Not this "if you want to kill someone you have to do it twice every time, or you can do it once, and then play with the 'body' ". I see nothing positive about this system in its current state.

    They must add button "retreat". This way the player will have the option to res asap or wait.

    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by Kuinn

    Originally posted by mazut


    Originally posted by Kuinn


    Originally posted by andre369


    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

    This does not matter when half of the participating players dont care if it's a team game or not, they still count kills, even after you've told them a hundred times they should try to complete objectives. Sure you can play with guildmates only if you're the organizing sort, but it does not fix the problem for those who dont.

     

    There will propably be a lot of other problems too, like every other player exiting the battle after they get downed but not finished, too impatient to wait for a res. Or people getting tired of being harassed or "cc-farmed" in the downed state.

     

    I really hope you get to choose when you enter a battle if the downed crap is on or off. Or at least change to something like you have a chance to go in downed state but not always, like if a person hits you in the shoulder or head there's a significant difference if you die or just get badly hurt. Not this "if you want to kill someone you have to do it twice every time, or you can do it once, and then play with the 'body' ". I see nothing positive about this system in its current state.

    They must add button "retreat". This way the player will have the option to res asap or wait.

    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

    It would remove the total tactical ellement of the downed state. If a player gets downed, its team should feel that,,, giving them an instant jump back intoo the game button removes that.

    Downed state is just like on a real battlefield where most people aren't instantly killd but they are left there graveously wounded and left to die all alone...

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by Lord.Bachus

    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

    It would remove the total tactical ellement of the downed state. If a player gets downed, its team should feel that,,, giving them an instant jump back intoo the game button removes that.

    Downed state is just like on a real battlefield where most people aren't instantly killd but they are left there graveously wounded and left to die all alone...

    But in the battlefield you can also choose to finish yourself off..

    This is not a game.

  • romanator0romanator0 Member Posts: 2,382

    Originally posted by Zeroxin

    Originally posted by Lord.Bachus


    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

    It would remove the total tactical ellement of the downed state. If a player gets downed, its team should feel that,,, giving them an instant jump back intoo the game button removes that.

    Downed state is just like on a real battlefield where most people aren't instantly killd but they are left there graveously wounded and left to die all alone...

    But in the battlefield you can also choose to finish yourself off..

    But you don't respawn...

    image

  • ZeroxinZeroxin Member UncommonPosts: 2,515

    Originally posted by romanator0

    Originally posted by Zeroxin


    Originally posted by Lord.Bachus


    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

    It would remove the total tactical ellement of the downed state. If a player gets downed, its team should feel that,,, giving them an instant jump back intoo the game button removes that.

    Downed state is just like on a real battlefield where most people aren't instantly killd but they are left there graveously wounded and left to die all alone...

    But in the battlefield you can also choose to finish yourself off..

    But you don't respawn...

    But this is a game... :)

    This is not a game.

  • mazutmazut Member UncommonPosts: 988

    Originally posted by Lord.Bachus

    Originally posted by mazut


    Originally posted by Lord.Bachus


    Originally posted by mazut

    The downed state is a two-bladedknife. Strategicaly you win 20-30 sec by leaving the player and not finish him. This gives huge advantage and time to regroup. I think downstate should be removed from arena mode PvP or maybe its duration should be much shorter.

    But then Downside is quite ballanced too

    -It allows you to recover after your own death

    -It allows you to be rezzed by team mates..

     

    I either win like 15 secconds.... or i loose because the downed player gets rezzed. Its all about tactics, and dessigins.  Making the downed time shorter also reduces the chance to get rezzed significantly... My prediction: Good teams using vent will almost allways get the rezz in time

     

    Next to that, when killing blows get nice flashy annimations, most people can't resist to give the killingblow anyway....

     

     

     

    They should leave it as is, as it adds more depth to the situation

    Not going to work that good in RA.

    Please explain why you think it would not work? Do you extensive hands on experience?

     

    You still think to much along the lines of experience you got from other MMO's, this my friend is a totally different game.

    Different games, same people ;)

  • KuinnKuinn Member UncommonPosts: 2,072

    Originally posted by Lord.Bachus

    Originally posted by Kuinn


    Originally posted by mazut

    They must add button "retreat". This way the player will have the option to res asap or wait.

    Something like that could solve the problem uhu. Well it's a long time untill GW2 is out so the whole system could change a couple of times, or at least get changes.

    It would remove the total tactical ellement of the downed state. If a player gets downed, its team should feel that,,, giving them an instant jump back intoo the game button removes that.

    Downed state is just like on a real battlefield where most people aren't instantly killd but they are left there graveously wounded and left to die all alone...

     

    When they are in so bad shape in real battlefield that they cant do practically anything, there's no power in the world that can magically pull them back to action as if nothing had happened to them also. But yeah, it's not a real battlefield, if it was, I could commit a suicide which would be kinda stupid since in real battlefield there's no spawn timer (it's true!).

     

    It does not have to be instant also. Let's say downed state is 30 sec. After a kill spawn timer was 6 sec or something? Now if a person realizes a couple of second after they go down that they are being cc-farmed they could do the retreat/suicide thing and would have 12 sec spawn timer. Now there's a choise to wait for a res while being cc'd, take a longer spawn timer by suicide but not be able to get ressed, or be killed by the enemy which is a bad choise for the enemy to begin with in the current state, it's just stupid for the enemy to let you respawn, currently no one should kill a downed player and just let the timer run out, unless you're in a remote area of the map where you cant stay to camp the downed and risk a res if you dont kill the downed.

  • YarunaYaruna Member Posts: 342

    36 seconds out of action in a match like that does seem like a really long time. A point for every 2 secs of occupying a spot, 3 spots, 500 points and you win. So once a few spots are taken you're talking less than 10 minutes and then the time to fight and lose. Dunno it does seem like an excessive penalty time. Unless they made the rezz instantaneous under those conditions. I haven't timed how long it takes to rezz someone but if you can take out 1 player for 36 seconds at the risk of a rezz which would take two players out of the combat for 20 seconds (including some time to get there for the teammember) then you're really not risking much and finishing moves wouldn't be used much in 1v1 situations. When a second opponent is near you might use a finish, if not just leave them there. It adds some strategy but it just sucks too much too have to stay there for so long and still have to rezz just like you would when you'd been finnished.

    I tend to agree that they should add a self-rezz (suicide) option after a certain time has passed. If a team member is closeby and fighting to be able to get to you (and free to take the time to rezz), then you have to option to wait, if nothing else it gives you a chance to root for your teammember to defeat whoever killed you. But when the other team members are on the other side of the map there is really no point in that. And on top of that, 36 seconds of nothing is pretty uninteresting for anyone.

    Waiting for Guild Wars 2, and maybe SWTOR until that time...

  • Shroom_MageShroom_Mage Member UncommonPosts: 863

    Once you're defeated, the respawn time is not always 6 seconds. Teams respawn in waves, with 20 seconds between each wave. So after the downed state, it can take anywhere up to 20 seconds for you to respawn.


    Originally posted by HeadBytor
    one thing i don't like is the animation for the finishing move. idk, when i heard about it i was thinking of some cool mortal combat finishing move, so just seeing someone float up then stomp down was boring to me...

    They said that the current animation is temporary.

    "Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss

  • BlahTeebBlahTeeb Member UncommonPosts: 624

    The downed state is fine. The only change I expect would be lower the drain time.

    Either way, if I was downed and someone left me, it was just more a loss to me. We can't just change a mechanic because we want. It seems most people just want to add in the "suicide" button because they rush in and die too much.

    You only die a few times within each match. Only a small fraction of those deaths are you left to bleed out. When players get good enough to dodge and avoid, I doubt you would die more than 10 times a match. You obviously won't be left to bleed out all of the 10 deaths. So lets say... 4 bleed outs. Of those 4 bleedouts, there is still a chance that an ally walks by. So in the end, with ROUGH estimates, you should only bleed out once or twice per match.

  • mrshroom89mrshroom89 Member UncommonPosts: 224

    Originally posted by wojtekpl

    Originally posted by mrshroom89


    Originally posted by andre369


    Originally posted by Lord.Bachus


    Originally posted by mrshroom89

    I think its a terrible idea for pvp and should be removed all together.  I foresee ALOT of kill stealing from this ie.  A caster blasts a player with his huge nuke and downs him.  Also fighting that downed player were a couple of melee who use a finishing move before the ranged can even cast a spell or  run up to use the finishing move themself. 

    Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish

    +1 

    Its a team game not 1v1v1v1v1 VS 1v1v1v1v1

     

    kills dont matter to YOU. I for one enjoy having the top kdr in the match.  When your team is winning and its obvious the other team cant compete what else is there to do other than rack up some kills.  But i guess there are some people who would know nothing about that. 

    Guess i will be forced to play melee if i want to flex my epeen :(

    So you're one of those players in wow that don't care about objectives and greater picture and you just hunt kills? I did it myself to a degree but only when it was an obvious win or very bad pug. In our premades [we had many Rank 1 players in the guild and a part of our premade who also were blizz tournament players - like dakkrothy] and in this case we always focused on the win and bigger picture, kills just came themselves.

    Try reading my post again, i even put it in red for you this time! :)

    C

  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Todays PvP video with Devs command clearly told us :

    The players DO have the ability to "kill themselves" so they don't sit and bleed out.

    http://www.youtube.com/watch?v=irL1qUARDS4

    So we can forget about this whole discussion

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • KaledusKaledus Member Posts: 73

    Originally posted by Lord.Bachus

    Todays PvP video with Devs command clearly told us :

    The players DO have the ability to "kill themselves" so they don't sit and bleed out.

    http://www.youtube.com/watch?v=irL1qUARDS4

    So we can forget about this whole discussion

     

    Good catch Lord.Bachus, I figured they would have done that anyhow to prevent bullying. After all, no game is fun when two friends on opposite sides decide to rez and then kill you over and over. *Reminds me of the diablo 1 days in way >.>*

    The simple solution to having the suicide option that doesn't defeat the purpose of the downed state is to add the same amount of time it normally would take to bleed out before you can respawn. Pretty simple way of balancing it really.  xD

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