Woo 60% DP! /Cheer
Yuji Storm
It doesn't take very long to rack up.. I'm sure many have experienced this when you've been exploring and for some ungodly reason you get a massive agro. Or whatever.
What I want to get at is.. negative moral should go away faster :O
What's it now.. you get like 1-2% taken away for each boss, and maybe 1% for .. every 15 or so monsters you kill? I dont know the mechanics of it, but my point is that it goes away wayy to slow.
or maybe even cut back on the DP a tad, 15% is really harsh. ~ Especially if you're already someone that doesn't have much armor. -- it becomes quite annoying when you start dying every encounter. Then it's not long before you start dying in two hits from pretty much anything. Then you're stuck with the choices of 'stay dead' or 'go back to town and try again'
What I want to get at is.. negative moral should go away faster :O
What's it now.. you get like 1-2% taken away for each boss, and maybe 1% for .. every 15 or so monsters you kill? I dont know the mechanics of it, but my point is that it goes away wayy to slow.
or maybe even cut back on the DP a tad, 15% is really harsh. ~ Especially if you're already someone that doesn't have much armor. -- it becomes quite annoying when you start dying every encounter. Then it's not long before you start dying in two hits from pretty much anything. Then you're stuck with the choices of 'stay dead' or 'go back to town and try again'
Loviatar
then go back to town and the boo-boo just goes away
Pevil Lihatuh
i'd like to see morale boost actually have an effect. sure right now you get maybe 20hp and 2 energy for a 10% boost... or you can die 4 times and go down to 200hp from 490... so max dp totally cripples you whilst max morale barely shows a difference... seem strange to anyone else?
Yuji Storm
when you're with a party of real people though.. lets say you get just about to the end of the map, and some mobs comes, ganks your healer.. you get revenge, then rez them.. some unexpected mobs come patroling as you're trying to sneak by, and get your healer again since he's low on life, then hes down 30%.. do you want to go back to town after you've made that much progress?
It would just be easier if bosses gave a bigger moral boost, when your current moral is negative. Or something.
It would just be easier if bosses gave a bigger moral boost, when your current moral is negative. Or something.
Ramus
Quote:
Originally Posted by Yuji Storm
when you're with a party of real people though.. lets say you get just about to the end of the map, and some mobs comes, ganks your healer.. you get revenge, then rez them.. some unexpected mobs come patroling as you're trying to sneak by, and get your healer again since he's low on life, then hes down 30%.. do you want to go back to town after you've made that much progress?
It would just be easier if bosses gave a bigger moral boost, when your current moral is negative. Or something. |
Also I think the +moral should be more. Either at least +3 per boss so that you can get rid of your -moral or it should let you go up to 15 at least.
Yuji Storm
AYE! amen to that brother!
rez should reduce negative moral.
Maybe a percentage based on how high your healing or protection prayers are.. maybe even divine favor.
rez should reduce negative moral.
Maybe a percentage based on how high your healing or protection prayers are.. maybe even divine favor.
Loviatar
they set that up on purpose.
solution to that is to go on a suicide run against one of the remaining enemies and focus only on that one and kill them. (and die trying)
rinse and repeat til the map is clean as you dont go any lower
solution to that is to go on a suicide run against one of the remaining enemies and focus only on that one and kill them. (and die trying)
rinse and repeat til the map is clean as you dont go any lower
Gbuslayer
DP is fine as far as i'm concerned, don't die and its not a problem
If you're dieing constantly either you or your party members aren't up to snuff with that area of the game, I do 90% of the quests when I reach each area and do just fine
If you're dieing constantly either you or your party members aren't up to snuff with that area of the game, I do 90% of the quests when I reach each area and do just fine
Master Gunner
I think increasing the max moral boost to around 20% would be a big help, along with only 10%DP when you die.
Eclair
Max Morale should be 60% =)
Jana
Quote:
Originally Posted by Master Gunner
I think increasing the max moral boost to around 20% would be a big help, along with only 10%DP when you die.
|
I don't die often... 9 deaths in almost 30 hours, but I LIKE this idea anyway .
Jana
Siliticx
hummm only 75 exp to take away 1% dude, not that big of a deal...but ya, 15-20% boost and 10% per death could be useful...
Pevil Lihatuh
its a big deal when you're fighting enemies that give 0 exp... just an example, one of the only really hard missions i've come across, Garfazz Bloodfang; only Charr but there are a LOT of them. It can be hard to get only 3 of them away from the others. And yet by the time you are level 8 you are getting 0exp from them, and most people don't attempt/complete this until they are 10 - 14 (of the people i know)... so how the hell do you get rid of it then? Go all the way back to Piken or Nolani?
Yuji Storm
As a monk.. I die particularly fast, simply saying "dont die" isn't going to help.. because the damage the monsters do is a good deal faster than my heals can take,
Even with healing breeze and repeatedly casting heals on myself. [>< I cant use good heals like word of healing on myself, so I'm pretty much stuck with orison..]
I'm not sure if its because I havn't gotten armor recently, or if its actually the truth that monsters seek and destroy the healer.. but when I'm in a party, and I'm down to 60% DP, the mission pretty much guaranteed failure since I die in practically two attacks. (from the strong monsters that deal ~150+ damage)
/shakefist at sand elementals
Even with healing breeze and repeatedly casting heals on myself. [>< I cant use good heals like word of healing on myself, so I'm pretty much stuck with orison..]
I'm not sure if its because I havn't gotten armor recently, or if its actually the truth that monsters seek and destroy the healer.. but when I'm in a party, and I'm down to 60% DP, the mission pretty much guaranteed failure since I die in practically two attacks. (from the strong monsters that deal ~150+ damage)
/shakefist at sand elementals
Linkie
Quote:
Originally Posted by Pevil Lihatuh
i'd like to see morale boost actually have an effect. sure right now you get maybe 20hp and 2 energy for a 10% boost... or you can die 4 times and go down to 200hp from 490... so max dp totally cripples you whilst max morale barely shows a difference... seem strange to anyone else?
|
A team with 60% death penalty versus a team with 10% morale boost, is more than enough difference. Can you imagine a team with -60 fighting a team with +50%?
And Yuji, if you recieve 150 damage in one blow, I'm pretty sure it's your armor.
Yuji Storm
Quote:
Originally Posted by Linkie
And Yuji, if you recieve 150 damage in one blow, I'm pretty sure it's your armor.
|
I'm wearing mostly wanderer gear I got from ascalon, 30 armor +4 (vs. elements)
with the exception of monk hand wraps: 60armor, and my new head tattoo with 60 armor
Pevil Lihatuh
Quote:
Originally Posted by Linkie
A team with 60% death penalty versus a team with 10% morale boost, is more than enough difference. Can you imagine a team with -60 fighting a team with +50%?
And Yuji, if you recieve 150 damage in one blow, I'm pretty sure it's your armor. |
I personally LIKE the dp system (I don't like the fact you can go to town and your character suddenly 'forgets' that 2 minutes ago she'd died but hey), i just think it needs some tweaking here and there. People will often willingly pass up morale (stupidly in my opinion but still), but as soon as they die once you'll regularly hear "lets head back to town and get rid of dp"
Sir_Sid
What about Mesmer spells and hexes that increase Morale Temporarily?
Vangor
Really, I think it needs to be revised, the problem is, the three areas, Exploration, Cooperative, and Competitive, need to work differently, because the game itself works differently here. Also to note before hand, the difference of losing a few percent off of a loss or adding a bit more gain is not merely the little bit of health and energy, so do not take it at face value. Instead, it means you now have a buffer against losses, and losses become just slightly easier to come back from.
Exploration : 60% Maximum Death Penalty, 15% Loss per Death, 10% Loss per Resurrection, 10% Maximum Morale Boost unless special objectives are placed into these maps.
Why - 60% is still necessary for Exploration, this almost completely cripples you, and you can wipe it easily without much of a problem, but ensures that simply running to another town or area can be difficult. Though because there is respawn active here, 15% adds up quickly if a team hasn't tried fighting enough, so fighters are rewarded with only the 10% loss which builds much slower.
Cooperative : 45% Maximum Death Penalty, 15% Loss per Death 10% per Resurrection, 20% Maximum Morale Boost, 10% Morale gained from Bosses, 10% Morale gained from Special Objectives (siege engineers).
Why - In Cooperative, the danger lies in wiping as an entire party, getting to 60% generally means this is easy to happen, and if groups get to this 60% marker then they are actually fighting together and ressing, the problem 60% should've cleared was charging through, but, a group that loses a few of its members back is more likely to die in the next area since they now lack some human shielding. So, a 45% maximum loss, where does 15% non-resurrection come in, cinematics of course, not really enough of these breaks, at least small ones, and would just be for those who didn't want to pick up their dead.
Competitive : 25% Maximum Death Penalty, 10% Loss per Death, 5% Loss per Resurrection, 15% Morale Bonus with the inclusion of a few more objectives, like killing ghostly hero gains the 10 in the Ring of Fire, capturing the relic could give 2%, recovering 1%.
Why - Deaths sustained in competitive maps rack up fast, because teams that are still alive are prepared for your next attack, and you're now down with no preparation, and 15% loss, which builds fast, it is easy to be at 60% while other teams have morale boosts, meaning this is realistically an impossibility. While building slowly to 25%, making a better emphasis for teams who are intelligent enough to resurrect, means there is a bit more of a buren with a 40% gap, but, it isn't as fast and certainly isn't 70%.
Exploration : 60% Maximum Death Penalty, 15% Loss per Death, 10% Loss per Resurrection, 10% Maximum Morale Boost unless special objectives are placed into these maps.
Why - 60% is still necessary for Exploration, this almost completely cripples you, and you can wipe it easily without much of a problem, but ensures that simply running to another town or area can be difficult. Though because there is respawn active here, 15% adds up quickly if a team hasn't tried fighting enough, so fighters are rewarded with only the 10% loss which builds much slower.
Cooperative : 45% Maximum Death Penalty, 15% Loss per Death 10% per Resurrection, 20% Maximum Morale Boost, 10% Morale gained from Bosses, 10% Morale gained from Special Objectives (siege engineers).
Why - In Cooperative, the danger lies in wiping as an entire party, getting to 60% generally means this is easy to happen, and if groups get to this 60% marker then they are actually fighting together and ressing, the problem 60% should've cleared was charging through, but, a group that loses a few of its members back is more likely to die in the next area since they now lack some human shielding. So, a 45% maximum loss, where does 15% non-resurrection come in, cinematics of course, not really enough of these breaks, at least small ones, and would just be for those who didn't want to pick up their dead.
Competitive : 25% Maximum Death Penalty, 10% Loss per Death, 5% Loss per Resurrection, 15% Morale Bonus with the inclusion of a few more objectives, like killing ghostly hero gains the 10 in the Ring of Fire, capturing the relic could give 2%, recovering 1%.
Why - Deaths sustained in competitive maps rack up fast, because teams that are still alive are prepared for your next attack, and you're now down with no preparation, and 15% loss, which builds fast, it is easy to be at 60% while other teams have morale boosts, meaning this is realistically an impossibility. While building slowly to 25%, making a better emphasis for teams who are intelligent enough to resurrect, means there is a bit more of a buren with a 40% gap, but, it isn't as fast and certainly isn't 70%.
free4all
DP is required for PvP play to reduce the likleyhood of matches ending in stalemate.
The desired outcome of PvP is to have a winner and looser.
The desired outcome of PvE is to have the player win and the E loose and for the player to enjoy the experience.
The current DP system is too harsh for PvE especially for idiot suicidal Henchmen.
The desired outcome of PvP is to have a winner and looser.
The desired outcome of PvE is to have the player win and the E loose and for the player to enjoy the experience.
The current DP system is too harsh for PvE especially for idiot suicidal Henchmen.
Perishiko ReLLiK
Quote:
Originally Posted by Yuji Storm
It doesn't take very long to rack up.. I'm sure many have experienced this when you've been exploring and for some ungodly reason you get a massive agro. Or whatever.
What I want to get at is.. negative moral should go away faster :O What's it now.. you get like 1-2% taken away for each boss, and maybe 1% for .. every 15 or so monsters you kill? I dont know the mechanics of it, but my point is that it goes away wayy to slow. or maybe even cut back on the DP a tad, 15% is really harsh. ~ Especially if you're already someone that doesn't have much armor. -- it becomes quite annoying when you start dying every encounter. Then it's not long before you start dying in two hits from pretty much anything. Then you're stuck with the choices of 'stay dead' or 'go back to town and try again' |
I'm sorry but i have to dissagree... the few challenging spots in this game are easy enough as it is, with a good team of people using real stradegy. I think the death penalty is perfect. Especially for guild vs guild fights, considering if you kill them once, all they have to do is res... at least it's easier to kill them again now that they've already died (hence the idea of rewarding skilled players even more)
If this death penalty is nerfed in any way... i will have to start a petition, bottom line, if you die, then you probably have shity monks, or an awesome team you're facing, in either way, you deserve to die.
Deagol
The penalty for dying in Guild Wars is already ridiculously low, no permanent damage is done. It should not be lowered further.
However, differentiating between being ressurected by a team mate, and the automatic resurrection, does make a lot of sense.
I don't want the three pilars of Guild Wars to diverge further. The penalty in the PvP part, the missions, and the exploration should be the same.
However, differentiating between being ressurected by a team mate, and the automatic resurrection, does make a lot of sense.
I don't want the three pilars of Guild Wars to diverge further. The penalty in the PvP part, the missions, and the exploration should be the same.