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Currently in PvP combat when you have downed an ennemy you can do 3 things...
- Kill it with your normal abbilities and it will instantly respawn at the beginspot
- Kill it with a finishing move and it will instantly respawn at the beginspot
- Leave it in the downed state and run off, now the downed player can not kill you anymore and it stays in the downed state for 30 secconds before respawning, the ennemie is out of the game for 30 secconds, but gets a chance to be rezzed by a teammate, which makes you loose the kill. A tactical dessigin.
I really love the 3rd option it adds some depth, but allready hardcore gamers on the guru where crying for a suicide option in the downed state calling option 3 unfair. I just hope Arenanet let this as it is... It adds an extra dessigin to the PvP.
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)
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It dont think it's an instant respawn, but it sure is close. I saw a little countdown on the top of the screen, looks like it starts at 6 seconds.
Anyways, I do agree with you, I think it puts a little bit more strategy in it, finish them off but they'll be back soon enough or leave them downed to basically be little harm to anyone but risk them being revived. All about tactics. Also I agree with you, adding a suicide option would take some of the tactics away, then might as well kill them all the way and leave them in downed.
Edit: fixed some spelling errors, only noticed after I hit post xD
At first I thought the whole 'leaving them in downed state for the ultimate cc' would be detrimental, but you make good points. Allowing for the downed person to get fully rezzed and denying the kill is a strong enough possibility to make people think about making that choice.
Related topic, how cool would it be to have class (or racial) specific Finish Him! attacks? Necros summon skeletal arms to pull them underground, Elementalists make a funeral pyre, Rangers put an arrow through the eye, etc.
Edit: Reated = Related, race to racial
That's kinda what I was hoping for when I first read about them.. you know like a mortal combat kinda thing, each one has their own. The stop I could see for the warrior, but for ele or a necro.. idk. I really dig the necro idea, skeletal arms pulling them under would be crazy. The engineer could place a bomb or somethin.. I hope they implement something like that.
I think its kind of a backwards way of thinking. If you get knocked out and are down, but the other player runs off, you should be able to self rez after the 30 seconds instead of dying after 30 seconds.
In the opposite end there, if you kill someone while in the downed state you get to rez , but the focus should really be on taking the player out of the game by *killing* the player rather than just being able to knock them out and run off, and have them still have a full time penalty PLUS a death.
Well while they're downed the idea is they "bleed out" and they can rez, but not on their own another player has to come by and do it or like you said if you manage to get a kill while downed. I like it takes a bit more tactics, rather than just kill them to get them out of the game for a few seconds, it's still in development so im sure they're still trying balance the amount of time, you gotta think get them out for even longer by leaving them and risking them being rezed.
If they were able to rez them selves after thirty seconds, then why not just finish them off right away? I wouldn't waste time standing there to just finish them off at the last second so they wouldn't rez themselves.
But I agree it might seem a little harsh, havign to be downed and then wait thirty seconds to actually die, and then have to wait even longer to respawn, but hey, i guess don't die, or have allies that'll find and rez you.
The reason I brought it up was because in one of the videos, you saw someone get downed, and then the guy just ran off, and the player just sat around for a bit and then died.
Think about that in a battle where you're running to get somewhere, you get jumped by a couple people, then you are in your downed state but they just run off. You can't do anything but sit there, and then you still die. If you rezzed yourself after 30 seconds, they would really be making a choice of, "Kill him now, or let him rest for 30 seconds while we go somewhere else."
This is more of a plan then getting double penalized for the person who got jumped. In this situation its *almost* as bad as griefing as being down for 30 seconds and THEN dying is like adding insult to injury, and people doing it consistently would become tiring pretty quickly I'd imagine.
How much health do you have in downed state?
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.
C
I could get behind that idea.
Kills don't matter for PvP..... reaching objectives does... counting kills is so WoWish
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)
+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
C
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.
Edit: I did not see your post Shroom where u state that you strive to get as good K/D ratio as possible, my bad. ^-^' I too play as what I all it, a HeadHunter. I love killing people. -hehe-
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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.
RIP Jimmy "The Rev" Sullivan and Paul Gray.
I like the three options you get to do with a downed player. i think they did the right thing by adding the downed state to the game.
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...
Add the fact that they are balancing pvp for 1v1 and youre large scale battles are gonna be full of solo heroes that could care less youre downy and run right by you laughing to wherever the zerg is happening.
They could VERY EASILY solve that problem by attributing kills to the person who dealt the most damage. They could easily have separate counters for Kills and another for Killing Blows.
You can flex your epeen by showing off a high K:D, while kill-stealers would just have a high KB:D.
Personally, I think the downed mechanic is fine. You can take the time to kill them off right away, or take the gamble of letting them bleed out to keep them out of battle but risk having them be rezzed.
You lack credibility. ArenaNet has stated multiple times that they are NOT balancing PvP around 1v1 because it's a team game.
Will be based around 5v5 teams>> This is where they are throwing money at people^^
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.