I can only speak from experience but often i'll have highest score in game on the losing side, my team will be at a low feat level & the enemy will start hoarding every catapult, firebomb, pugio etc. they have just for me. At that point not only do I have to fight 2-3 v 1 but also while standing in a firebomb, or orochi screamed OOS, or get shaman dagger into gank pounced, or while holding off unblockable spam someone puts a nailbomb at your feet.. worse players who out number me but are better than my team will simply feat me to death, again, and again (4x the cool downs, 4 x the feats).Originally Posted by JadeBosson. Go to original post
In the interest of balancing out the game such a powerful tool cant be locked behind being ahead, otherwise by all rights when im on 1,200-1,500 renown I should get to drop 7 catapults (NOT a goo idea but inline with your logic)
My suggestion of awarding a feat to a losing team was misinterpreted. Other games already do it. I repeat street fighter awards the player an ultra meter for getting hit. The player can then continue to be bad and misuse his meter but it's there in the off chance that he is good and just made a couple of bad decisions. Revenge is similar, it is awarded for blocking but also for getting hit, and some character build ups focus so much on revenge that they cannot be killed without giving them revenge. My point is: give the team trailing behind one chance to comeback. And make it balanced so that they really have to make the most of it for it to work. And if they are bad, they will misuse it, and if they are good, but just had a bad start, it could help them catch up.