- split the matchmaking, groups vs groups and single player vs single player without communication, look on your map and use your brain
- no revive, only respawn, i kill in outnumbered 1 or 2 and die and the third opponent can revive his group quickly, this is a benefit for groups
- more zones or less players
- more maps with zones across to the spawn
- no bombs`n stuff, we want fight not shoot
- in outnumbered Situations no Rage, therefor a shield and more stamina and that without yellow Char for an big surprise
Sorry, my english is not so good! But i try!
Edit: Answering in a short form with a easy Language, please!
I don't agree with the first two.Originally Posted by PanikExperte900 Go to original post
There is nothing fundamentally different about a premade group and a PUG group. Both teams have the option and ability to communicate. This idea has been done in several other games and it kills off the community. You are essentially punishing premade groups with longer wait queues and less matches just because they make the extra effort to get on chat and talk. There is nothing stopping you as a player from sending out invitations before a match begins to the random players you may be grouped with so you can coordinate.
If I'm not mistaken I believe they have addressed the revives and limited it to only a couple times per respawn. additionally work fighting multiple opponents you should be switching between characters more frequently and this will stop that.
Hello alustar24,
ok i understand the first! You are maybe a group player with communication, i am a SP without. I look from the other side. But, when i came in matches with SP, without Headset, are the Games better and you must more to think. No one tell me, go this way and do that. This is a better challenge to me, i think!
No, i am referring to is. I fight alone vs Three and i kill 2 and die by a hit from the last. I play good, i kill 2 of 3, but the winner, the third opponent is the lucky Man and can revive your friends quickly and the group is completely and ready to gank and can move forward to the spawn, or waits together in the Zone! That is good to see on maps where the spawn is lengthways to the zones.
Revive to abandon completely! When every player start every times from one`s spawn is the group for ganking not so quick together!
You know what i mean?
Change mechanism of gathering points in dominion.Originally Posted by UbiJurassic Go to original post
For example: 2 player or 3 at A and at least one have to stay on Area B killing minions or not or either one have stay at C. It must be a connection between locations to count the gathering.
Again, you are off base. I, myself, am a solo player as well. I have a few players I group with on occasion, but that is few and far in between. Even if I'm running solo in PUG groups I still make a point to at least send out invites if I see the opposing team is a clear premade. Simply put 4v4 is a group effort. If your team is not coordinating(which is different than ganking) then you have no room to complain about a team that is, premade or otherwise, as they are not doing anything that you and your team cannot.Originally Posted by PanikExperte900 Go to original post
The focus of this thread is how to limit and reduce the effectiveness of ganking. You aren't going to limit that meta by removing premade groups from the random queue lobby. Doing that is more detrimental to the players, while not addressing the root problem, which is ganking. a good premade, more often than not, don't deathball. They focus objectives, because the goal is to win, not to kill.
But since you can win by killing the enemy team and not focusing the objectives, this is the issue at hand.Originally Posted by alustar24 Go to original post
In every half serious game, premade of 3 and 4 are not mixed against PUG players. Only duo are. When you have enough playberbase to allow it.
The map are too small and the ganking tool too powerful.
Thanks to everyone that has pitched in their thoughts and suggestions about the deathball meta so far! This topic has remained a regular discussion point here on the forums and we appreciate everyone contributing their ideas on here. Please continue to share both your thoughts on the deathball meta and your thoughts on the suggestions being shared here as I will be getting all the comments over to the team.![]()
But since you can win by killing the enemy team and not focusing the objectives, this is the issue at hand.Originally Posted by alustar24 Go to original post
In every half serious game, premade of 3 and 4 are not mixed against PUG players. Only duo are. When you have enough playberbase to allow it.
The maps are too small and the ganking tools too powerful.
You are actually wrong about other games suffering from PUG vs Premade separation, it is actually quite the opposite.Originally Posted by alustar24 Go to original post
Battleborn had a MM system like FH, where premades faced PUGs and the main reason that game dies off is just that. Only way of not being facestomped was to join a premade yourself, and eventually all PUGs who want to just chill left, and among premades the ****ty 4 man groups started feeling the same problem with PUGs since the MM totally sucked with low player population. After a while it was 30 min queues just because there were no PUGs left.
Anyone who played Battleborn knows how much it hurt that game for not separating PUGs from Premades.
On the other hand, the most successful MOBA LoL has always had separate queues for premades and PUGs. It only allows 2 out of 5 to be in a party in PUG games, no more. Its activity is mainly because people can just jump in and have a good fun game that is 50/50 balanced as a solo player.
If Premades suffer from longer queue times that is a choice they have. They can either choose to play as premades with longer queue times vs other premades in more competitive battles, or just choose shorter queue times by queueing alone.