So we have done some of the death changes previously discussed. We will probably be adjusting things as we go along, so feel free to discuss issues here.
Keep in mind this is in preparation for a massive new Underworld which will be coming soon. I saw some people upset about not being able to go to the Underworld, but that will be coming back much better then before.
(should be an events post soon too)
Comments
Will there be a refund offered for anchors?
EDIT: Wow, three posts with the same content all posted at the same time.
the claims are stated - it's the world I've created
the claims are stated - it's the world I've created
This system actively discourages re-engagements, meaning that first blood will give a huge advantage to the winning side. Once one team suffers the 25 or 50% damage penalty, that's it. It's done.
So what does this really do besides actively discourage PKers from having fun for 3 minutes? It all strikes me as a very poor 'gimme' for people who complain about 'the zerg', etc. It isn't the right penalty. I don't even think we needed a penalty.
Old death required you to wait, while dead, to arrive in Dis and then focus or quest out.
New death requires you to wait a very small portion of time to come back to life, and then you must wait 2:40-3:00 for your penalty to wear off unless you want to be Captain Suicide.
Both of these scenarios ultimately restrict my 'action' the same amount of actual mechanical time.
Yeah, and that 'greater risk' ultimately will discourage or minimize the purpose of re-engagement (i.e rallying your troops and coming in again). You will eat your 25% extra damage and you will explode in to gibs. Then you will be taking 50%. I'm not following how you find that acceptable.
the claims are stated - it's the world I've created
the claims are stated - it's the world I've created
See how you come back a lot faster, but there's just a higher risk in coming back? If you want to fight old-style, go for it. Wait the same amount of time as you would before. No one's stopping you from doing that. However, if someone wants to run a higher risk for a potentially higher reward, they can run back into combat immediately.
Basically, new death has done nothing except give us more options.
Previously, having an anchor meant I could die quickly, collect coins for people that are slow, and get us out sooner. An individual having an anchor is helpful. Now, it's all or nothing -- either everyone on your team has an anchor and you can get back into the fray in 90s, or they don't, and you're stuck waiting the full time. There's still some wiggle room and tactics in whether to wait for the rest of the team to have their debuffs wear off, but it definitely reduces the individual value of the anchor.
the claims are stated - it's the world I've created
Yeah this was off-topic.