At the current state, duels between players with similar skill level will never end, unless one gets bored or tired.
There is healing/sustain/potions to cover poor play.
One easy way to solve this is to implement "Combat Fatigue".
WTH is that? It's a debuff that increases over time. The values can vary but here is my suggestion:
After 1 minute of duel duration, players skills start to cost 30% more.
After 1 minute and 30 seconds, 60% more.
After 2 minutes 90% more.
And so on...
This way, in the end it will be skill and good resource management dictating the outcome of the battle.
Not wife aggro or bio breaks.
IxskullzxI wrote: »At the current state, duels between players with similar skill level will never end, unless one gets bored or tired.
There is healing/sustain/potions to cover poor play.
One easy way to solve this is to implement "Combat Fatigue".
WTH is that? It's a debuff that increases over time. The values can vary but here is my suggestion:
After 1 minute of duel duration, players skills start to cost 30% more.
After 1 minute and 30 seconds, 60% more.
After 2 minutes 90% more.
And so on...
This way, in the end it will be skill and good resource management dictating the outcome of the battle.
Not wife aggro or bio breaks.
How about instead of more bandaid fixes they actually just, idk, maybe balance their game? Hell of a concept, I know.
No offense meant to anyone here...nooo!! this is not a good idea! what is wrong with an endless duel? If the two find out that they are similarly good, they can either continue, just for the fun of fighting together, or they can just cancel the duel!!!
I see nothing wrong with that!
No offense meant to anyone here...nooo!! this is not a good idea! what is wrong with an endless duel? If the two find out that they are similarly good, they can either continue, just for the fun of fighting together, or they can just cancel the duel!!!
I see nothing wrong with that!
I have (among other toons) a Templar.
She is, 1v1, not indestructible, but (latency/load screens/drop outs here in Australia not withstanding) very difficult to put down.
That being said, she isn't the greatest killer in 1v1 either.
Many duels (not on PTS) end with one or both of us slapping our faces, or dropping in a mock death of exhaustion through the "tie" of 10-15 minutes of button mashing, potion sculling, resource managing...acknowledging one another, and traveling off to find other opponents/challenges.
Why is a winner & loser in any way a pre-requisite of a duel?
Sometimes, 2 players &/or their toons are just equal 1v1.
So yeah, I'm with this guy I quoted...sometimes things ARE just equal, and that's ok by me.
At the current state, duels between players with similar skill level will never end, unless one gets bored or tired.
There is healing/sustain/potions to cover poor play.
One easy way to solve this is to implement "Combat Fatigue".
WTH is that? It's a debuff that increases over time. The values can vary but here is my suggestion:
After 1 minute of duel duration, players skills start to cost 30% more.
After 1 minute and 30 seconds, 60% more.
After 2 minutes 90% more.
And so on...
This way, in the end it will be skill and good resource management dictating the outcome of the battle.
Not wife aggro or bio breaks.
anitajoneb17_ESO wrote: »
Cyro battle spirit. So they said at PAX West. Which, I believe, is the same as IC battle spirit, but different from Wrothgar battle levelling.
At the current state, duels between players with similar skill level will never end, unless one gets bored or tired.
There is healing/sustain/potions to cover poor play.
One easy way to solve this is to implement "Combat Fatigue".
WTH is that? It's a debuff that increases over time. The values can vary but here is my suggestion:
After 1 minute of duel duration, players skills start to cost 30% more.
After 1 minute and 30 seconds, 60% more.
After 2 minutes 90% more.
And so on...
This way, in the end it will be skill and good resource management dictating the outcome of the battle.
Not wife aggro or bio breaks.
At the current state, duels between players with similar skill level will never end, unless one gets bored or tired.
There is healing/sustain/potions to cover poor play.
One easy way to solve this is to implement "Combat Fatigue".
WTH is that? It's a debuff that increases over time. The values can vary but here is my suggestion:
After 1 minute of duel duration, players skills start to cost 30% more.
After 1 minute and 30 seconds, 60% more.
After 2 minutes 90% more.
And so on...
This way, in the end it will be skill and good resource management dictating the outcome of the battle.
Not wife aggro or bio breaks.
Disable CP for duels.
uhh ok so help me see the problem.
Situation.
Sometimes say when two players with tanky builds choose to fight their duels will last a really really really long time and may work into a stalemate..
Currently, if they both find it enjoyable and continue and choose to continue fighting the fight goes on.
Currently if either of them decides "this isnt fun" and just stops then they get killed and duel over.
Currently if either of them decides "this isn;t fun" they just walk out of the "ring" for an instant count out duel over.
And to FIX the "problem" of "players can choose to continue their duels or not whenever they want" you propose changing the pvp rules or somehow making duels combat rules different from pvp rules? You want certain dueling lengths to be somehow eliminated de jure for those who like them?
Here's an idea, not my own, but I don't remember who to source it to:
An option for a duel that, the longer it lasts, the more damage each opponent deals. No matter how tanky you are, there will be a point when you can be killed. If it happens to be that you get a sizable amount of damage but can still hold your ground, you would be able to kill any opponent in turn. The damage buff would be a double edged sword that would mean someone has to win.
(one way to implement perhaps, 15% increase to damage (or damage received if the former is not an option) every minute increasing exponentially)
The duel could have it's own name of course, like Sudden Death,
/suddendeathduel <playername>
*shrug* Spitballing.
My personal favourite to end tied duels is to go WW.
Love it or hate it, but WW is a 100% guarantee for the fight to end within a minute, either cause the opponent breaks or because he knows what to do and the WW bites the dust.
Werewolf is like spamming Overload, just much much stronger
I like Werewolf alot. Especially when DKs use it, because they no longer have access to wings and vigor.
That's why WW is great. They can kill you quickly, but they loose most of their stamina OPness, which gives you the chance to kill them quickly as well.
With that being said, I agree
CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive wins.
I would because my build uses potions in rotations since I have Clever Alchemist equipped.SleepyTroll wrote: »What if you couldn't use potions? Seems like that would cut down on a lot of the never resources.
I would never use a potion in a duel...
Takes-No-Prisoner wrote: »CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive wins.
They do this for a lot of 1v1 fighting games, and for the most part it works. The games it is used in;
Street Fighter
Marvel Vs Capcom
King of Fighters
Guilty Gear
Smash Brothers uses Sudden Death mode, which doesn't really work since the Timer/Health % is still calculated anyway for serious matches.
This feature works really great-- however ending the match without a decided victor isn't really a match at all don't you agree?I would because my build uses potions in rotations since I have Clever Alchemist equipped.SleepyTroll wrote: »What if you couldn't use potions? Seems like that would cut down on a lot of the never resources.
I would never use a potion in a duel...
anitajoneb17_ESO wrote: »
Cyro battle spirit. So they said at PAX West. Which, I believe, is the same as IC battle spirit, but different from Wrothgar battle levelling.
wait, what is the difference there? I did not know that were different things
could you please explain more?
however ending the match without a decided victor isn't really a match at all don't you agree?
I do not agree, it will be fun for me just to duel, I do not need to win (not that I would not want to win...)
Toc de Malsvi wrote: »There will never be a system which is fair and balanced for all involved. All you can hope to do is provide as fair as possible of a set of rules and be open about the rules in play.
Coming from having played a ton of arena's in WoW I like the idea of combat fatigue as endless fights can be a bit tiresome and boring, while players cannot afford to quit without giving up points/rank.
Drawing from certain fighting events and not others is a bit unfair, to be clear different individuals will have different standards for what they consider skillful and what they consider good competition and combat.
What would be interesting is if ZOS provided the utility to set dual standards, say a UI box that opens up and players can check a group of several boxes allowing for an agreement upon standards for which to fight. So that one pair can choose to fight without poisons, and another can choose combat fatigue or no potions.
You even add "weight" classes where say one player at 30k hps would be considered heavy weight and another at 15k hps would be considered light weight. They could agree to fight with those weight differences but there could be leader boards for top players in each weight bracket. As well as top players fighting across all brackets.
You could even take it further to allow dual's with set limitation numbers. Imagining the previously mentioned UI box with check boxes for different limitations, you could have a whole bracket just for "any three", where players could choose any three limitations for the dual.
There is a lot that could be done with it to allow for diversity without creating a system where mathematically X build will win the majority of contests.
Toc de Malsvi wrote: »There will never be a system which is fair and balanced for all involved. All you can hope to do is provide as fair as possible of a set of rules and be open about the rules in play.
Coming from having played a ton of arena's in WoW I like the idea of combat fatigue as endless fights can be a bit tiresome and boring, while players cannot afford to quit without giving up points/rank.
Drawing from certain fighting events and not others is a bit unfair, to be clear different individuals will have different standards for what they consider skillful and what they consider good competition and combat.
What would be interesting is if ZOS provided the utility to set dual standards, say a UI box that opens up and players can check a group of several boxes allowing for an agreement upon standards for which to fight. So that one pair can choose to fight without poisons, and another can choose combat fatigue or no potions.
You even add "weight" classes where say one player at 30k hps would be considered heavy weight and another at 15k hps would be considered light weight. They could agree to fight with those weight differences but there could be leader boards for top players in each weight bracket. As well as top players fighting across all brackets.
You could even take it further to allow dual's with set limitation numbers. Imagining the previously mentioned UI box with check boxes for different limitations, you could have a whole bracket just for "any three", where players could choose any three limitations for the dual.
There is a lot that could be done with it to allow for diversity without creating a system where mathematically X build will win the majority of contests.