Been a while I wanted to do this, but either I forget about it or I’m too tilted to make a well mannered thread.
So, the point is simple, it’s the eventual imbalances or improvements where feud could and has to improve.
1: NPC Killing.
Nowadays BMs scouts can just rush down for the entire 15 minutes of the match to kill the npc, and if you don’t guess their cloak in, they’re just gonna iframe outplay you and damage your npc anyway, to die with no consequences, and come back, forcing me to either accept a defeat or ruin my game and make me camp the NPC to prevent them from doing their 200 IQ plays.
-
Suggestion : 2 options, either make the NPC downright invulnerable, or make the ballistas actually deal damage and attack faster, with the NPC healing damage over time.
This way it would actually take some organization and fighting to inflict such a heavy point loss on the team.
2: Kill participation.
Currently, kills have barely any meaning, you steal half of your opponent’s gems, and eventually you get MvP for 400 miserable badges, and it’s extremely easy to get your kills stolen, without you getting any credit.
I’m not playing one of the highest burst classes, so it often happens that I could engage into a long 1v1 with someone, that I prevail -or not- and someone just comes in and finishes me/them with some random attack and gets all the credit for it.
and then they complain about omG StOP KS mE when you do it to them
- Suggestion : Give kill credit to the person who dealt most damage, even if they’re not the one who finishes them (would also stop those Zealots literally killing themselves) and share the gems, equally or not, between the 2 players that dealt the most damage.
3: Gem obtention and deposit.
Gems at the moment are rather tedious to deal with, it’s not difficult to farm, despite the ease with which people can steal them from you…
But it can get rather tedious to do back and forths because you want to “save” your gems before going into the fray, or just because you reached max stacks, especially when the NPC is getting killed.
-
Suggestion : Make gems auto-deposit at a certain number, maybe every 50 or every 100 gems, this way it saves you time, but doesn’t ruin the player killing to steal their gems.
OR
Just directly make gems into point, it does not store them in your inventory anymore.
For ex ; 1 picked up gem = 1 point, and you lose an amount of points when killed, and gain when killing. The more you have, the more you lose, the less you have the more you gain.
4: Diminishing returns.
Do these things even exist? When I get CCed for 20 seconds I’m having doubts about it, it shouldn’t be fine to win fights just because of this, not because players are better, not because they have better gear, but because I just can’t play.
- Suggestion : Give a CC immunity when someone has been CCed for over 5 seconds, maybe more.
5: Scouts.
gg
- Suggestion :
There surely is other points, I might not be thinking about them or just not realize them.