and so it begins...
imagine the tears when BGs and/or arena's are added...
At the current state, duels between equally skilled players 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.
Is for PVP.
Example with draft values to give a practical idea how it could work:When the two buffs are fully developed, after minimal 2 minutes in full combat, you have a 30% Damage buff and a 15% Mitigation buff.
- For every two seconds in which you are hit, your outgoing Damage is increased by 0.50% for 10 seconds. This effect can stack up to 60 times.
- For every two seconds in which you hit an enemy, your incoming Damage is reduced by 0.25% for 10 seconds. This effect can stack up to 60 times.
Main effects I would like to encourage with it:
- Encourage active engaging in combat.
- * Just eating Damage will give you a DPS buff, but useless if you do not use it. And to get the Mitigation buff you have to get actively doing hits.
- * Just doing doing Damage from a safe distance, will give you a Mitigation buff, but useless if you are to far away to be hit anyway. And to get the DPS buff you need to expose yourself.
- Lessen the number of fights that are no longer an epic fight, but turn into an endless "fight".
- * The higher level of the ratio of Damage to Mitigation comes slowly and allows for epic fights.
- * The TTK, Time To Kill, for shorter fights is not really decreased. Very short TTK's stay in the realm of truly bursty builds.
What you all not think about when waiting for Maintenance
anyway.
I would be happy with feedback on these thoughts.
Perhaps it is just a crazy crap idea
SleepyTroll wrote: »What if you couldn't use potions? Seems like that would cut down on a lot of the never resources.
At the current state, duels between equally skilled players 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.
+1
I posted a couple of weeks ago a suggestion that is similar to your suggestion.
And I think they go well togetherIs for PVP.
Example with draft values to give a practical idea how it could work:When the two buffs are fully developed, after minimal 2 minutes in full combat, you have a 30% Damage buff and a 15% Mitigation buff.
- For every two seconds in which you are hit, your outgoing Damage is increased by 0.50% for 10 seconds. This effect can stack up to 60 times.
- For every two seconds in which you hit an enemy, your incoming Damage is reduced by 0.25% for 10 seconds. This effect can stack up to 60 times.
Main effects I would like to encourage with it:
- Encourage active engaging in combat.
- * Just eating Damage will give you a DPS buff, but useless if you do not use it. And to get the Mitigation buff you have to get actively doing hits.
- * Just doing doing Damage from a safe distance, will give you a Mitigation buff, but useless if you are to far away to be hit anyway. And to get the DPS buff you need to expose yourself.
- Lessen the number of fights that are no longer an epic fight, but turn into an endless "fight".
- * The higher level of the ratio of Damage to Mitigation comes slowly and allows for epic fights.
- * The TTK, Time To Kill, for shorter fights is not really decreased. Very short TTK's stay in the realm of truly bursty builds.
What you all not think about when waiting for Maintenance
anyway.
I would be happy with feedback on these thoughts.
Perhaps it is just a crazy crap idea
SleepyTroll wrote: »What if you couldn't use potions? Seems like that would cut down on a lot of the never resources.
CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive wins.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive wins.
I think a duel resulting in a "draw" would make more sense, because anybody can just pop a potion or spam heals at the last second.
CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive templar wins.
CaptainVenom wrote: »CaptainVenom wrote: »What about time limit? Sounds easier to do AND to understand. When duel ends, the player with most % Health alive wins.
I think a duel resulting in a "draw" would make more sense, because anybody can just pop a potion or spam heals at the last second.
Any interactions outside the duel (receiving buff/heal from others, getting hit by monsters, and so on) could cancel the duel and end in a tie.
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...
Oakmontowls_ESO wrote: »Why don't you use some cost increase poisons, that should help it end faster.
Hmm let them duel so what wrong about endless duel
its wont even hurt you..