Culling Time sounds dumb.



Culling Time sounds dumb.
I get the impression its to put an end to stalemates.
In the original Wolves Den, 2 evenly matched teams could battle eternally or until the match timer expired. If the had equal dmg and heals, the fight would literally not end until it was a draw. The deciding factor was most often which healer ran out of MP first, but the lvl 60 cap had provided new ways for them to replenish Mp.
In FL, they solved this problem by changing the game mode to 3 way fights between the GCs. People did not like it, but there was always a wild card that stopped the possibility of stalemates or drawn out fights.
FEAST will be another 2 team match up (similar to WD). To me, Culling Time sounds like a way in which they can ensure that matches don't stretch on forever in a constant back and forth where no one actually dies. Odds are, in most matches the Culling Time debuff won't even come up, but in high end matches (like between 2 equal pre-mades) it will probably make a big difference, and you'll see a lot of tanks saving their Full Swings for when it comes up so they can power down another player and turn the tables of the match.
These kinds of mechanics are usually implemented with "league matches" in mind. Which, to me, is a very good sign. It shows that SE is thinking ahead for player organized tournaments, league match ups, etc. The only thing they have to do now is follow through on it.
Last edited by Februs; 02-01-2016 at 07:19 AM.
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