We all know that tribute is one of the least played game modes, but why? I'm sure we all at one point or an other had an amazing game of tribute. The mode is pretty unpopular today but nothing has changed. So what should we do about it. I think we should start by identifying all the problems with the mode.


Personnally I think those issues are the main problems with how underperforming the game mode is:

-The rewards are pretty low.


-Games are either really short or really long. When they are short, they're extremely unfun because there is no challenge what so ever, when they're long there is too much back and forth and the action is pretty slow (weak pacing).

-There is no healing possible for players who don't execute and who don't have specific feats to heal up.

-There are a lot of objectives and so most of the time, everybody is separed.

-You pass a lot of time running around the map when you try to play the objective.

-Respawn times are pretty high, which does not help. In comparison with breach, you get to play before having a long respawn time. Also you die more often in tribute because you heal less.

That's pretty much everything I could think of. So when it comes to improvements. The devs should consider:

-Adding a healing zone similar to the ones in breach, probably in the middle of the map.

-To help with pacing and movement problems everybody that plays gets a 50 percent speed boost all the time, only exception being when you hold a flag.

-Now with how the game mode should function:

-No more flag that spawns in the middle of the game, at the beginning.

-There can only be two flags at the same time in the map (to reduce the number of objectives).

-Both team start the match with all the three flags of their opponents in their base. There is only three things to do now, attack, defend, or heal.

-So each flag you deliver gives your team a random boost (attack defense or awareness) and 300 points.

-At 900 points there is a neutral flag that spawns automatically in the healing zone and one of the team has to cap the zone, then cap the flag. If the team that has 900 points brings it back to it's base, it gives them 100 points, the other team is breaking.

-If the team that doesn't have 900 points brings the flag back to it's base, they get 100 points and the other team looses 300 points.

-Same things for respawn times, but when a team gets 900 points both teams respawn time get at their lowest.

-This means the respawn time caps at 20 second and goes back to 12 secs for both teams when one has 900 points.

-When the flag spawns in the healing zone the team that has 900 points can't heal in it anymore, unless they loose points. Stealing offerings enables one of the buffs but doesn't make the other team loose points.

-Last point, give more rewards for playing tribute than for dominion. Slightly more is, fine I think, or like in breach rewards that get better the more you play.


So what I intended to do with this, was to focus more on the action, lower overall respawn times, focus objectives, reduce the time you take to move around, give healing for heroes who couldn't before and reduce the window a tribute game used to have (often too long or short games), to give the game mode overall better pacing because I think it's where the problems came from.

Let me know if you think it might be interesting, or if you think I missed something.