This is a game that totally is focused on a score system. Total kills and points awarded for objectives. Having the mentality where were being greedy and this is war is just plain stupid.Originally Posted by C0ntract0r_47 Go to original post
If you ever played a MOBA you would know that when one player takes all the kills for them self, that they usually end up eventually losing because the enemy team will team up and destroy the idiot. Meanwhile the rest of the team is under geared and under leveled, because someone had the mentality like you, where its war and there are plenty of kills for everyone.
This is a video game, not real life. If a game focuses heavily on a scoring point system for kills, and rewards players for their stats, then you need to find a way to make it so toxic players who only care about themselves have to learn to play as a team, and that last hitting the enemy wont reward them with anything!
I strongly disagree (Which will anger many).
The reason being is that so long as my enemy dies, i don't care who gets the kill.
This is a team game afterall, i'm happy getting an assist so long as we win out strategicly.
I do however think that the only real solution is making players feel better about getting assists as far too many players these days in all games are incredibly greedy about their kill score. Kills and assists should be balanced.
Infact, i think a very brave way to go about it would be to credit everyone involved with a kill.. but allocate their scores based on the damage that they did. That would mean the end of this ridiculous 'kill stealing' mentality as everyone is credited as contributing towards the kill, and the score is distributed fairly.
At the end of the day, when playing a team game, you should be more concerned about objectives and survival than personal kill counts.
This is how Heroes of the Storm countered Kill Stealing!Originally Posted by DaiReaver Go to original post
I'm in two minds about it. I think it's honorable to let two people duel and then if your teammate loses then you can try to finish them off. But would the other team show the same level of honor in the same situation. On the other hand you should try to help your teammate. So I'm not sure what to do really.
Some people might be like "WTF you just stood there and didn't help", other people will be like "WTF you KS ******".
I made a topic for a quick chat option in this very subject.
I see people here worried about points and people here more concerned with the ends justifying means.
I will direct your attention to how different classes progress faster from different forms of combat.
The assassin classes gain feats and more renown by winning 1v1 combat. By stealing an assassin's kill you're actually crippling your team by preventing them from unlocking feats faster.
The vanguard class progress better from victory in being outnumbered. By stealing their kills you're again preventing them from progressing faster.
The heavy class progress from assisting in kills more than the other classes. This is where the trifecta weirdness comes in.
There are more ways these classes vary and I suggest everyone who is unaware of these differences to read the "how to play" page for each character to learn more.
If you're a vanguard or assassin stealing a kill from another vanguard or assassin, be aware that you're not always helping them like you think you are. I'd suggest first paying attention to if your ally or enemy has more health and use your better judgement. It's not a perfect system but that's why we're testing, right? My suggestion in my thread was to replace the quick chat option "thanks!" With something that resembles "I got it" or "back off", maybe we can come up with something better as a community or at least spread this knowledge around.
Now if you're a conq, you scale well off assisting so it's more of a grey area. You also progress off of boosting your control zones so it you're contested in a zone go for killing 2 birds with 1 stone, eliminate the threat with a teammate so you can go back to boosting for rigteous feats and points.
In the end, knowledge is good, dominion is an objective game in the end so learning how to play to your team's strengths results in a stronger team and results in less frustration.