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  1. #1
    Player
    Monoman's Avatar
    Join Date
    May 2015
    Posts
    45
    Character
    Kurauna Ten
    World
    Brynhildr
    Main Class
    Monk Lv 60
    They could possibly reward a sort of battle high which is only rewarded to those who complete objectives within the group and it would increase pvp xp and tomes at the end of the round. Dying removes a stack so sticking with the group will be a natural way to maintain a high amount of stacks for maximum rewards at the end of the game. This is the only class neutral objective I could think of that promotes team play, no afk, and no solo roaming. Problem is it might promote a fear of scouting new objective and/or zerging.
    (1)

  2. #2
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Monoman View Post
    They could possibly reward a sort of battle high which is only rewarded to those who complete objectives within the group and it would increase pvp xp and tomes at the end of the round.
    I don't mind this idea, and it has crossed my mind. I also considered a "Proximity bonus" to fighting within range of objectives, where you get a higher bonus for fighting close to an objective that is under enemy control (in order to keep people aggressive). If they implement this idea, though, I think it would be beneficial to change match bonus as well. Instead of rewarding 1st with a flat bonus, reward each GC with a bonus based on a multiplier that they accumulated from battle highs in game. That way, the bonuses wouldn't always unfairly reward one GC, and the losers wouldn't have to rely on a streak of loses just to get exp.
    (0)