-
I like the loot idea but there have been scenarios where I am solo healing and there is only soo much I can do. This leads to some players being sacrificed so others can survive.
I have even taken the hit for the team just so that the tank or that one dps can live long enough to kill the boss.
Also this is open to exploitation. Healers stop healing certain players to reduce their loot chances.
-
You want people not get hit by avoidable stuff? - Get a circle of friends that take critizism serious and not personal.
Imo no need to punish people for being bad, they punish emselves by slower progression. Yeah the real bad players find still people that carry em through a T13 kill and yes the dead people also get the loot but we only find it annoying because we saw em die and still...
Skill is rewarded with your own feeling of victory game design cannot punish bad players because everyone can suffer of lags, irl stuff and other kinds of distraction. Stuff happens talk and dont be mean.
-
Having pugged a lot of the Ex primals, I find most of these "bad players" turn good after a couple rounds its just too bad most people drop out before then. The biggest problem I see as a healer is players being undergeared to the point where they need individual heals on top of group AOE. This becomes VERY annoying when your WoD group has MT or when you're doing urths font and just don't have the time to heal DPS outside of AoE. That said, it would be nice if the duty finder had a "learning party" que for Expert primals and coil, watching and reading guides only help so much before hand.
-
A player being stunned or petrified by every AoE would absolutely hurt the party.
-
I don't see how a 2s stun really hurts the party. Say if a DPS gets hit by 30 AOEs during a fight, to be real generous with the AOE spam. 30 hits equals 60s of lost DPS. 1 DPS makes up about 1/3rd of the party's damage. That would give an overall increase of 10 seconds of combat time during that fight. 10s out of 3+ minutes in a fight is pretty negligible, IMO, and hardly any other party member would notice it.
The petrifications are for increased punishments for the occasional situation, after people have gotten used to the AOE stuns. As it is, petrification is used a bunch here and there in a similar way.
And don't get me started on WoD. It keeps annoying me seeing my party spread out across the entire arena while the boss spews raid-wide damage. I don't want to be a douche and demand people stay together so I can AOE heal them, but I also don't want to be an ass and just refuse to chase after people who are out of range -_-. It's just one huge lose-lose for me ;_;
-
2 second stun = 2 seconds that one player cannot do anything = more chances of getting by more attacks and dying.
So instead of healing you'll be faced with a party which is stunned because they got hit by AoE.
DPS will no longer be able to push DPS. Healers will no longer be able to heal and Tanks will be loosing aggro left and right.
Sorry but this is just a horrible idea. You idea to punish less skilled players is silly. They are already struggling to do certain content and now you want to make it harder for them.
-
firstsin, I'm not suggesting these stuns be added to all AOEs, but rather any new lower difficulty duties. Don't put them in Coil or EX Primals where one stun could wipe, but in the normal duties where there are no consecutive AOEs, and a 2s would only be an annoyance.
Besides, SE has already implemented much more severe punishments already. WoD has death as well as many other insta-kill attacks. Keeper has quite a few ultra damage AOEs and attacks it's own wipe mechanic. WP HM has several wipe potential mechanics throughout the bosses. And AK HM is insane when it comes to punishments. I've seen tons of players instantly killed to the 1st and 3rd boss's single target killers. I've wiped repeatedly against the 2nd boss because if the healer messes up and gets hit from confuse, even if everyone else did perfectly, the party will go from 100% to 0% during the 15s of confuse.
What I'm asking for is regular, but smaller punishments that only affect the offender, not the whole party.
-
Quote:
Originally Posted by
Dearche
snip.
What you are asking and suggesting above are completely different things.
You're asking for players to receive more punishment for taking damage from certain attacks. Nothing about it makes sense. Then you go on and compare it to the game mechanics.
Punish poor performing players. Well there is the death penalty which decreases you stats the more you die and ultimately making you even more useless in the group. So there is a system already in place.
Then there's game mechanics which you claim are good way to punish poor performing players. Everyone is vulnerable to the game mechanics good or bad. So that is mute.
Last changes to existing dungeons mechanics.
None of your suggestions is logical.
Any punishment someone receives will effect the entire party. If a dps is punished then less dps, Healer punished less heal, tank punished less aggro. I am repeating myself but you seem to not understand how bad this idea is.
-
I'm not sure how you're reading that I'm asking for so many things. I'm asking for a short stun to most new AOE patterns as a clear punishment to the player who makes the mistake, instead of pushing mechanics that punish the party as a whole.
Simply increasing the damage done, long combat penalties, or insta-kills are all mechanics used to prevent a party from carrying especially bad players. They punish the party as a whole to significant degrees, and even more to healers who have to bear the brunt of dealing with these punishments. I'm trying to isolate the punishment to the offender, and limit the affect to the rest of the party. That's why I liked the reduction to drop rolls idea.
Everything else I said was just pointing at examples that SE actually put into the game, which in my opinion, was an attempt to punish bad players. I think most of them end up punishing other members of the party to a significant degree though, which is what I'm against.
-
All that would do is drive away new players and make inexperienced players not want to challenge new content. A player who is brand new to a particular dungeon or trial should not be punished with a stun because they aren't familiar with the fight yet and don't react fast enough to something. They already get punished by being hit with the AOE, why do they need more than that?