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Deathreins

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  1. Has anyone considered implimenting a debuff for all those that quit a wz just because they can't 'face-roll' the oppponent? What is opinion about this? My opinion is that there should be a debuff set in place for those that leave once the WZ commences. A debuff that will not allow another queue for that player for a WZ for 15 minutes (to start) and gradually increasing at 15 minute increments for each and every time they quit another one. The reset timer for this type of debuff should be weekly, at the reset of the pvp weekly quest. Maybe even, perhaps, look at applying this debuff account wide so as to that quitter just doesn't have the mindset of just logging and pvp'ing on another toon. Just an idea. Yes, we've all been there. WZ's where your team just is getting destroyed because of out-geared, out-played, out-matched or they just really do suck. Deal with it and move on after it is over. Why quit? You're still going to get your coms. Now, understand, I'm not pointing at noone in particular, I see it on both sides so it's not a faction only thing that happens. And yes, noone likes to lose much less get destroyed but, come on, play the game. It's annoying to all when you have those that are willing to stick it out (I'm one of those that do stay) and see you're team members quit on you. An example, earlier this evening, I was in a Voidstar (joined after many had left). We lost. When all was said and done, the recap showed Pubs, 8 members, Imps, 29 members. Really? Too many quitters looking for free handouts IMO.
  2. An idea to help mitigate some of the excessive Crowd Control (CC) in this game could be immunity timers on shared CC's. Meaning, after you are released from the form of CC, there is a 5 second immunity from that same class of CC. Grouping the class of CC's together (does not matter where the CC came from i.e. class or faction) as follows: snares in one group, roots in another, silence is another, character loss of control (force choke/whirlwind/force lift, etc.). You get the picture. From a PVE perspective, it does not really effect game play. From a PVP perspective, it would greatly increase the skill level required to play so as to not one person is soley relying on the spam CC ability. I cannot tell you how many times that i have been CC'd to death BEFORE the "resolve system" kicks in. Earlier tonight, for example, CC'd 5 times in a row before getting resolve immunity. If these changes does not make sense then, perhaps, increase the resolve that the CC abilities do so the reolve caps earlier and reduce the cooldown (CD) of the ONLY ability that we have to get out of the CC by 1 minute. Two (2) minutes is far too long to have that ability on CD.
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