Chaosball
PROBLEMS
- Ball carrier could move around the map at high speed. Would be all but impossible to catch.
- Players could take the ball to cheesy places where they couldn't be damaged OR where you had to give up your life to damage them.
SOLUTIONS
- Reduce ball carrier speed by 30%
- Fix cheesy places.
- (OPTIONAL): Unique Debuff that prevents fighting if you move more than 40 meters away from the ball. Debuff's effects will be explained at the end.
Capture the Relic
PROBLEMS
- Standing around guarding a relic is boring.
- Pointlessly parsing a tank who is guarding a relic is boring.
- Having your relic stolen through the wall, or because the grabbing animation didn't play correctly is boring.
SOLUTION
Cut through the boredom and jump to the fun part right from the get go. What if a player from each team was randomly selected as the ''relic holder''? The goal of the match would be to kill the other team's relic holder while protecting your own. When the relic holder dies ''the light'' jumps to another player of the team after 30 seconds, the new relic holder. (This player would obviously need to be ejected from spawn after a period of time.) It would, in a way, be similar to the current 8v8 chaosball.
This mode would function like an extremely high level Deathmatch from the olden days, but with training wheels. Imagine a 3 teams DM, but the softest target of every team is being indicated by the relic. In the worst possible scenario, the two stronger teams would be compelled to fight in the spawn of the weaker team, but because of the relic's debuff, this fight would never stalemate to the point of not being worth it. They would fight, relic holders would die, jump to other players, and the new holders would die too. It would be impossible to trap the weaker team.
Crazy King and Domination
PROBLEMS
- While two teams fight, the third team flips the flags. This becomes a huge problem if the fight stalemates.
SOLUTION
- The objective would be a single flag, one that slowly moves around the map. It would essentially become ''Escort payload mode''. This would work better in ESO than in a lot of other games that already have the mode.
- (OPTIONAL): Unique Debuff that prevents fighting if you move more than 40 meters away from the flag. Debuff's effects will be explained at the end.
Deathmatch
Out of all the modes, this is the only one that can be balanced simply by refining the medal score system (dmg done, healing done, dmg taken, kills give points, deaths remove points, if you perform below the average you lose points, etc...). It will never receive the attention it truly deserves until PVP becomes popular. And PVP will never become popular until players are guaranteed the bone-deep, stone-cold certainty that they'll find balanced matches in Battlegrounds.
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If a meaningful number of trolls still decide to
ignore the revamped objectives no matter what, a new Unique Debuff would have to go in effect whenever they move too far away from the objective.
New Unique Debuff effects:
- Can't use any abilities.
- Can't be damaged (Lava, Fall, and Environmental Damage should probably still apply)
- Can't have the HP restored in any way.
- No regeneration.
Edited by Moonspawn on December 24, 2024 10:00PM