Originally Posted by
We.the.North
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In every "Dominion" kind of games, usually Deathball-ing is a troll way to play that leads to defeat. Why ?? Because the way to victory is usually to strategically spread your forces and have a small "assist" team run to whatever is being challenged. In For Honor, Deathball-ing actually works because of the following reasons :
Problem #1 : Most maps are too small
The time it takes to move from one zone to another is about 10 second on most maps. On the other hand, reviving takes a base of 15 seconds and getting back to a zone takes at least 10 seconds. You can see how the "Deathball" team can thus create a winning momentum by cycling through players that will start reviving at different intervals and will rush in solo. They will undoubtly realize they are against a Deathball and thus, will avoid it and ninja cap something. But this will only ensure the Deathball will almost always rush (in 10 seconds) against a solo player and keep the momentum going.
Solutions :
a. Revives happen in waves of 30 seconds of server time. Having the game check every seconds if a player should revive always lead to players reviving at different time, not to mention characters have different running speed ... Few players will wait for someone else to revive and that means, they'll rush in solo ... every single time ... and die to the Deathball. If revives happen every fixed 30 seconds of server time, then you and your allies can revive all together and form a better fighting chance. Sometime the game has to help players with teamwork with such game mechanics.
b. Encourage boosting. Make captains spawn after X seconds of boosting. Have archers minions shoot a volley at zone "B" after Y seconds of boosting (and screw those OP Fiat Lux character cheesing renown). Start earning double / triple renown after X and Y seconds of boosting. Give your team a buff after X seconds of boosting. Give the defending player(s) a "Shield" if they were boosting when the zone they were in gets contested. This might leave to more teams leaving 1 player at every zone while keeping 1 roamer. It will also slow down the Deathball if all they do is move from one zone to another to contest if they then have to kill captains and shielded players defending.
Problem #2 : Some maps are very linear
Maps like Forge can be very hard to the losing team to come back from because there are only 2 paths to take to get to zones instead of 3. Some other maps might have 3 paths like Sanctuary Bridge, but the paths are so close to one another that it's very easy for the winning team to block all paths to their starting zone. This means if ninja capping ever become a better solution, in reality, on those maps, ninja capping is almost impossible.
Solutions :
a. Dynamic respawn time : Like in tribute, the more zone you possess, the longer it takes you to revive if you get killed. It's a simple fact in video game : if you want to make it fun and entertaining, you NEED to give the losing team an advantage that will allow them to make a come back.
b. Redesign the maps. That might cost a lot in term of "level artist" and "level designer" salaries. But lets be frank : some maps are just dreadful and should go back to the design board. Here is a suggestion : On the next maps you release, how about you put the spawn points in the middle of the maps and the zones at the edges ?? That way, the losing team reviving is always closer to a zone then the deathball moving from one zone to another.
Problem #3 : The winning Deathball team's feat unlocks faster
Boosting hardly gives any renown compared to getting kills within a Deathball. As a result, the winning Deathball team can steamroll even harder by unlocking their high tier feats first, especially with grenades and such other strong AoE feats instantly winning teamfights. (Nerf pugno mortis, catapult and spear storm already !!).
Solutions :
a. Give massive renown to any heroes who successfully defend a contested zone or get kills on a contested zone they are defending.
b. Upgrade the amount of renown you get for boosting a zone.
Problem #4 : Revenge is poorly designed against Deathballs
Revenge needs to change, PERIOD.
First of all, revenge builds up way too fast, especially with revenge gear. Moves like Centurion Kick or Valkyrie Heavy cancel into shield bash feeds SO MUCH REVENGE they are a bad idea ... those moves designed to open up turtle actually helps them turtle even more. Not to mention I've seen some players activate revenge up to twice in a 1v1 fight. That should not happen, period. Revenge needs to be a tool whose sole purpose is to give a small boost to a player getting outnumbered. When in even number, revenge should not happen at all.
Second of all, the game client has trouble identifying scenarios where a player is being outnumbered because all players needs to interact with his character for the game to realize HEY, he's being outnumbered !! This is unfair to "dodgy" players, their revenge just doesn't go up at all. This is also unfair since if the extra player choose to act at the last 20% ish hp of his target, revenge might never happen despite the outnumber situation.
Third of all, I'm beyond sick and tired to revenge not only doing a knockdown, but for some characters like Orochi and Berserker to get 2 heavies garanteed before their target stands up. With the revenge attack bonus (wtf game design?), it leads to an almost 100% - 0% in that single knockdown moment. Game mechanics like this for the player on the receiving end leads to him thinking the game is litteraly cheating him. Skill doesn't matter anymore if a single mistake, sometime in a 1v1, will take aways 100% of your health. I have no idea who's genious idea it was to give revenge a knockdown and an attack boost.
Solutions : All following solutions work together
a. First step : Revenge doesn't build up anymore on attacks, block, counter guardbreak, blocking external attacks, etc. Basically, remove everything that currently raises the revenge bar.
b. Second step : Within the game client, write a code that will count the amount of players from each teams that are within zone A, B and C.
c. Third step : When a team is being outnumbered in one of the 3 strategic points, their players start building revenge. The speed at which they build revenge depends on gear stats and on how badly they are being outnumbered.
d. Forth step : Revenge no longer knockdown and no longer gives an attack boost. Instead, it gives you permanent hyper armor, gives you a shield equal to 100% of your maximum hp and lasts longer. Revenge is NOT MEANT to be an offensive move. Stop defending the lol one shotting you on the ground ******edness that happens even in 1v1 sometimes.
e. Yes, that means you wont ever build revenge when you're fighting between the strategic zones. Again ... sometime game mechanics need to push players toward teamwork and playing you know ... Dominion and not "whos the best Deathball".
Problem #5 : Very small friendly fire
No stop. This is not a problem actually, but I still want to share my though since probably players will suggest we upgrade friendly fire. This is a bad idea for not only obvious griefing reasons, but also because some characters like Highlanders, Berserkers and Shamans do an absurb amount of friendly fire without even trying.
The goal of this discussion is to change player's behavior so Deathballing stops. Upgrading friendly fire wont stop a player from Deathballing if it's his TEAMATES who are getting the punishment for it. If you want to change a player's behavior, you need changes that will directly impact the player's character.