Sup man!
No, I've returned to PC.
They don't need to remove it necessarily. They could change it however.
That said most people still don't get it. There needs to be a mechanic to chase around, otherwise strong teams will just spawn camp the weakest ones. The point of the sigil is that you have to move, otherwise another team will pick it up and wipe you.
So if you want ZOS to listen, you have to come up with other proposals that keep the teams moving.
Isnt that the point of deathmatch? Better team win fast and its done, move to next match. Not some cowardly running after free double damage.
I'd argue the best team should also be smart enough to look for and pick up the Sigil then.
Look, I explained the reason why the dev team create mechanics where the teams need to move around. What you do with that is, frankly, up to you. But my guess is you'll have a hard time convincing the devs to remove the Sigil when you opine that the point of the Deathmatch is to spawn camp the opposition so that game ends fast.
So your point is that team that is clearly worse should have their damaged doubled? In what world is that fair and balanced? You are bad? You loose, get better for the next fight or keep loosing, dont count on sigil to replace lack of player skills.
Why team winning by their good gameplay should be penalize with their enemies getting double dmg while they are busy wiping another party and have no time or reason to chase some badly designed pve mechanic.
You have 4 other games modes to mindlessly run around doing great pve instead pvp, let at least deathmatch be what it name says it is.
Deathmatch take barely above 20 kills to end the game. Hardly spawn camping, little bit over 2 wipes on each team and its done.
Your posts are becoming nonsensical. I'll reply to this one, but If you want a discussion you'll need to back up your ideas and start thinking more before you type. Otherwise if you want to just vent, then I won't get in your way but you won't achieve anything by venting.
-So your point is that team that is clearly worse should have their damaged doubled?
No. If team A is worse than team B and is getting spawn-camped.. it's team C that picks up the sigil. Not team A, who can't leave their base. Therefore team B who is camping, is getting chased off their camp by team C. That's the point of the Sigil.
-Why team winning by their good gameplay should be penalize with their enemies getting double dmg?
"Good gameplay", is many things. Among which, is playing the objective. If you're surprised about being penalised for not playing the objective, then I don't know what to tell you. Moving to pick up the SIgil is a core part of the Deathmatch game objective. You can argue about the penalty perhaps being a different penalty to the current one, and I'd agree with you. But I've yet to see you make this point. Your point so far has been to entirely remove it.
-You have 4 other games modes to mindlessly run around doing great pve instead pvp, let at least deathmatch be what it name says it is.
Your argument does not hold in the slightest, because Deathmatch is not a running game. A Sigil spawns every 3 mins and has 30" duration. The rest of the time it's just killing players. Encouraging you to move once every 2.5 minutes is not a "running game".
- Deathmatch take barely above 20 kills to end the game.
Wrong. You need 500 points to win and it's 15 points per kill. A team needs 34 kills to win the game. It also lasts 15 mins. And Spawn camping someone for however long a game lasts can be a problem, yes. And the point is to discourage it.
They don't need to remove it necessarily. They could change it however.
That said most people still don't get it. There needs to be a mechanic to chase around, otherwise strong teams will just spawn camp the weakest ones. The point of the sigil is that you have to move, otherwise another team will pick it up and wipe you.
So if you want ZOS to listen, you have to come up with other proposals that keep the teams moving.
They don't need to remove it necessarily. They could change it however.
That said most people still don't get it. There needs to be a mechanic to chase around, otherwise strong teams will just spawn camp the weakest ones. The point of the sigil is that you have to move, otherwise another team will pick it up and wipe you.
So if you want ZOS to listen, you have to come up with other proposals that keep the teams moving.
In this case the only real counter to the sigil is to run and I think that's where people are getting frustrated.
ZoS could experiment with a safe zone or counter sigil of some kind. Or even incentivizing killing those with a power sigil. For example, those with a sigil are worth 3x the points which would encourage two teams to counter 1, thereby justifying the double damage.
Or to prevent spawn camps, you get a 50% damage reduction for 5 seconds after dropping down.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Still hoping for some sort of response to this important matter for players interested in pvp.
Well I think it would be neat if it was simply implemented differently. Make it spawn in the team spawn points, and only after a team falls behind by 200-300 points.It shouldn’t exist in any game mode imo.
why not make it so the sigils only spawn near the last 3 minutes of the game? so if it drags out to much it allows the game to speed up?
Toc de Malsvi wrote: »
I can support the removal of the sigil - mostly because I don't know the spawn locations and they don't pop up on the mini map (at least from what I noticed and I have been very adamant with checking it when they spawn), but also because I would rather focus on doing good with my team than break up a team fight to go chase some buff in hopes me getting it and thus be able to cheese my way to victory.
Toc de Malsvi wrote: »
That’d be much more reasonable, but even then it introduces such an imbalance to the game. It simply should not exist.
Imagine the scenario where the score is maybe Green (450), Purple (450), Orange (100).
Purple and Green are fighting it out, but the Orange comes along with their newfound massive damage buff and rekts Purple, only for Green to capitalize on the situation and steal kills via Mages Fury and then easily wipe the now defenseless Orange team. Instead of the fight playing out naturally, whoever the buffed team chooses to focus at that given moment will likely lose.
Not good PvP.
Toc de Malsvi wrote: »Toc de Malsvi wrote: »
That’d be much more reasonable, but even then it introduces such an imbalance to the game. It simply should not exist.
Imagine the scenario where the score is maybe Green (450), Purple (450), Orange (100).
Purple and Green are fighting it out, but the Orange comes along with their newfound massive damage buff and rekts Purple, only for Green to capitalize on the situation and steal kills via Mages Fury and then easily wipe the now defenseless Orange team. Instead of the fight playing out naturally, whoever the buffed team chooses to focus at that given moment will likely lose.
Not good PvP.
Well that imbalance is there regardless as 4v4v4 will always have an imbalance. The more equally balanced the teams with more advanced players, it will approach better balance. However the imbalance will always exist.
As to the power up in relation to games, no its not fair or balanced. It does create artificial scaling that makes players feel powerful if only for a few seconds. That temporary power or feeling thereof, can make players experience enjoyment in games where they are otherwise losing.
Balance for the sake of balance does not equate to fun, and as most players are playing for the sake of fun or enjoyment, creating balance doesn't necessarily make players want to play. I can remember many a BG, while CP was active in BG's, where the match was very competitive but also boring. Very few people were dying for any side, and mostly everyone was just running out of resources in giant mashups of teams at the middle of the map.
Even good players/teams that win most of their matches can be seen to become giddy with excitement after unleashing an ultimate while using the sigil.