Keeping Arena Matches and GvG Games to a Reasonable Length

Rico Carridan

Krytan Explorer

Join Date: Aug 2005

Eternal Comrades

E/Mo

As I'm sure everyone has run into at some time or other, there are time when at an arena or occasionally even in GvG (or maybe tombs too, for that matter) when a true deadlock happens. Neither team has the capacity to kill each other, or if they do, neither are willing to risk compromising their own survival method to break the stalemate. So what I propose is an arena degeneration hex. Basically, if you are in a PvP area for a certain length of time (say 5 minutes) and nobody is killed, then all players get one pip of health degeneration. For each additional, say, minute, they get another pip. This continues until someone dies, at which point, one of two things could happen, I don't know necessarily which is best:

1) Degeneration goes away completely
2) Degeneration stays as it is, but the 5 minute counter is reset

I'm personally more in favour of the latter. In some cases (in arenas normally) one death is enough to give the win to one team or the other. In other cases, however, particularly in 8v8 games, the death of one person may not end the stalement anyway, depending on the exact strategies employed.

There is, of course, possibility for exploitations. A healing ball team could probably just camp out and wait for the other team's degeneration to build up so high that they're all wiped out. Possibly losing pips of energy (maybe once every 2 minutes) could help this, I don't know.

[edit -- sorry mods, was intending this for Game Suggestions forum, if you feel it is too off-topic, feel free to move it over]

Rico

Perishiko ReLLiK

Perishiko ReLLiK

Wilds Pathfinder

Join Date: Feb 2005

Divine Guardians of the Soul (Soul)

Mo/E

I dissagree completely. Then people would make even more "wait it out" builds... most builds that do this are say... monk only builds... they'll be able to heal their own pips alot more then the normal build can. And say, have a few with signet of judgement, and you have yourself a massive "wait to kill" team phenomena.

As of now, enchantment removals and a good team can completely destroy one of these teams. Why go and ruin that just because you couldn't beat it?

Rico Carridan

Krytan Explorer

Join Date: Aug 2005

Eternal Comrades

E/Mo

I'm more thinking of situations where, for instance, you have two sword W/Mo's in the arena who have good healing sigs/breezes and too much armor to kill each other with. I've seen a number of arena games go for 20+ minutes just because two people kept duking it out in a complete stalement. Would this maybe be an option just for arenas then and not GvG?

I've personally not had problems in GvG with this, but the idea came to me from reading another thread here about a monk healing ball team. I think there needs to be some way to have it so that two teams can't end up stalemating, regardless of what system they're playing. Even just setting a farily high upper limit on the time a match can possibly run would be enough, and then just determine a victor by number of kills, or number of npcs alive, or something.

Rico

Perishiko ReLLiK

Perishiko ReLLiK

Wilds Pathfinder

Join Date: Feb 2005

Divine Guardians of the Soul (Soul)

Mo/E

Ya rico, i was regarding gvg.

In the arena's i would agree with this idea, but only slightly... It's a love/hate relationship, eh?

You see, in team arena's if i end up with a runner, or a stalemate... i just leave, i'm not losing anything from it.