This is pretty much why I can't stand it. Trickle in long enough, especially with LB's like DRK and PLD and then add in shields from a sage etc... OT just becomes stupid annoying.
OT is a necessary mechanic, but how it functions right now is annoying.



The DRK and PLD LB is also a showcase why LBs should not charge with time but rather with performance tbh. Too easy to get in my opinion.




This is already the case, the overtime timer is timed to server ticks (or an actor tick tied to the standard timer when it ends that starts ticking right at 0s, but same, it seems tied to ticks either way). Sometimes it immediately ends when you push everybody out, sometimes it doesn't. I don't count the amount of games I have ended immediately with scattergun. It's badly designed.
( please note that i'm not advocating for or against the removal of overtime )
I understand the complaint behind but pushing LB generation behind performance (what performance? damage? damage eaten? heals?) would inflate dramatically snowballing in the mode, which is already pretty dire. If the defending team loses the LB advantage, the comebacks are even harder and better throw the towel without even finishing the match when all the enemies have their full LBs all the time while your team gets nothing. The seconds lost on respawn are already pretty hefty on their own.
Then I guess it can also be a design concept, just make the games that are lost end faster? bleh
Last edited by Valence; 01-27-2023 at 02:06 AM.
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