Avran_Sylt wrote: »This would exacerbate everything bout BG's PvP and hopefully induce change through the "stat-focused" devs.
Here's why a damage mitigated reward would be terrible:
*Tank enters battlegrounds.*
*Competent team ignore tank, kill all its teammates.*
*Tank either dies quickly afterwards OR Tank stalls a match they have already lost conclusively out while racking up a "score" as a reward letting their team down by queuing as a tank.*
General tanking in battlegrounds ONLY works against the very, very, very worst players. Even specialised niche tanks are near non-existent at higher levels of play.
I don't have anything against players who want to tank, but the BGs game as it stands *only* punishes teams for having a tank. AND tanks tend to spend the whole match running away from opportunities to PVP in order to sit on flags and just pray they're against a lobby of Very Bad Players.
Avran_Sylt wrote: »Here's why a damage mitigated reward would be terrible:
*Tank enters battlegrounds.*
*Competent team ignore tank, kill all its teammates.*
*Tank either dies quickly afterwards OR Tank stalls a match they have already lost conclusively out while racking up a "score" as a reward letting their team down by queuing as a tank.*
General tanking in battlegrounds ONLY works against the very, very, very worst players. Even specialised niche tanks are near non-existent at higher levels of play.
I don't have anything against players who want to tank, but the BGs game as it stands *only* punishes teams for having a tank. AND tanks tend to spend the whole match running away from opportunities to PVP in order to sit on flags and just pray they're against a lobby of Very Bad Players.
Or they sit at a Relic and become a bash-bot, which is highly effective. (I'm actually surprised there's no score event for bashing a player trying to take a relic)
Avran_Sylt wrote: »Here's why a damage mitigated reward would be terrible:
*Tank enters battlegrounds.*
*Competent team ignore tank, kill all its teammates.*
*Tank either dies quickly afterwards OR Tank stalls a match they have already lost conclusively out while racking up a "score" as a reward letting their team down by queuing as a tank.*
General tanking in battlegrounds ONLY works against the very, very, very worst players. Even specialised niche tanks are near non-existent at higher levels of play.
I don't have anything against players who want to tank, but the BGs game as it stands *only* punishes teams for having a tank. AND tanks tend to spend the whole match running away from opportunities to PVP in order to sit on flags and just pray they're against a lobby of Very Bad Players.
Or they sit at a Relic and become a bash-bot, which is highly effective. (I'm actually surprised there's no score event for bashing a player trying to take a relic)
It's effective at times. You only really need a CC and/or good damage to deal with that, though they tend to try standing behind stuff to LOS attacks. I mean -> Shattering Rocks.
There.
Bash-bot neutralised for enough time to get relic and leave. Probably bash-bot also dead. Slippery/Zoal's can delay it all, but still likely to be same outcome despite delays. (Brain fail: Slippery irrelevant. BGs)
Avran_Sylt wrote: »Relic grab animation is like 3s long, and CC immunity is ignored when bashing a player trying to grab the relic (always interruptible). Unless the tank at relic is out of stamina, they’re breaking free and bashing you even if you CC them. And if they’re a heal-tank with an optimized setup, you’re not likely to DPS them down before someone on their team inevitably respawns and helps out.
Leaving a tank at the relic is a good strategy. As the more people they need to throw at the tank to actually kill them to secure the relic, the fewer people they have defending their own relic, making it easier for the tanks team to grab it.