The only way to fix that would be to limit the teams to one hero of each type for each team.Originally Posted by papa_joseph1 Go to original post
This would be the most logical decision. To bad the salt would pile up with people complaining.
This so much!Originally Posted by Yama_Uba Go to original post
But we know it is never going to happen because everyone would crying because they can't gank with their 3 assassin friends as effectively as they used to. Single pick would also help with balance issues.
What if they limited any party to a single faction that has to be picked by party leader? In game the team gets less renown for double or more picking the same character?Originally Posted by Yama_Uba Go to original post
Because premades aren't the only ones who deathball. Go into any dominion and you will notice, regardless of how teams are made up, (obviouse premade or not) that remains the easiest way to play the game. Everyone knows by now how to cheese hit stun, and revenge is pretty much useless by now. Couple that with next to meaningless objectives in objective based modes mean that no matter what the group, you can be sure they will deathball.Originally Posted by Devils-_-legacy Go to original post
It isn't just that. A deathball often culminates as a snowballing collective event. Players just join in eventually. As such, adjusting point values in objective based modes wouldn't change anything; there is no reflexive thought proccess behind it. There once was a thread recognizing this, striving for more effective changes to the system that would be immediatly noticeable by the “perpetrators“.Originally Posted by Alustar. Go to original post
I have mentioned several times in numerous threads, that the magic bullet for this problem would be to implement diminishing returns for certain attacks. Particularly unblockables, bashes and hit stun itself. This would go a long way to improving the quality of life for the players involved in 4v4 and likely would also improve the current state of 1v1 as well.
That wouldn't solve this problem at all. The issue here, as I understand it, isn't the variety of the heroes you're getting ganked by, but the quantity.Originally Posted by Yama_Uba Go to original post
I seem to remember a diminishing returns system in the Indie Fighter, Skull Girls where if you use the same move or combo more than 2 or 3 times in a row the damage will gradually diminish towards zero until you do a new combo. Of course this requires characters to have better kits because if a Conq does 0 damage on his lights until he lands a heavy, he's going to have a bad time.
While Skull Girls punishes spamming, games like GuiltyGearX punish being overly passive. In GGX's case your special meter will drain if you stay "out of the fight for too long". It could be interesting if in For Honor characters who stare at the other person for say 7 seconds without attacking, parrying, feinting, etc, got a "Slacker" debuff that caused them to go reflex guard it could be a nice little wake-up call. Characters would again need better kits so that way they are not forced to stand idle and wait.