Friendly fire, needs to go, so many times I've been mid combo about to finish an enemy hero, and the teammate behind me hacks right through me to get the kill. I'm sure everyone is sick of being mid combo and their teammate for whatever reason decides that it's their kill. Feats should remain unchanged.
idk, I think it'd make ganks more interesting if there was ways to make team damage = full damage, like if a teammate hits a parried or thrown ally, they could take full damage. I think it'd make ganking more risky, and give the victim more tools to escape / overpower their foes.
Any adjustments like these though, especially counters to ally body-blocking, could be used to grief players.
like they don't already grief enough? Dude it is a genuine problem of greedy players that want them kills so they can look awesome on the board. I'd also like to see renown balanced to the point where simply standing on the point all game in dominion and doing nothing is not a valid strategy in PvAI. It literally puts your team down a person all match.
I disagree though I understand how you feel. I believe OOL unblockables should be able to be blocked normally. But the game isn't precise enough to warrant full team damage. Sure if it had realistic precision it should have full team damage.Originally Posted by Goat_of_Vermund Go to original post
Nor do I agree with OP. Im fine with sharing renown with the team provided they know how to gank properly. What I dislike is the stamina it cost when Teammate hits me out of my attack.
Though I detest the teammates that play chicken little and collect the kill only after you die and have sufficiently weakened the the enemy.
I feel like in any case it'd be a give and take on both ends of the spectrum. If my teammate wacks me in the back for full damage then I'd at least like to be able to finish my combo or killing blow.
If it does no damage, it would still need to interrupt the teammate that's hit, otherwise youd have a any combination of 1vX scenarios that result in teammates throwing out attacks blindly, which can lead to players being able to build revenge at a significantly higher rate (no interruption means every attack can potentially land if positioned close enough to hit the player)
Then there's the potential for trolling. Say I get a kill but my kill hungry teammate is mad that he didnt get it, he could keep swinging in the middle of my execution and then team-kill me or say someone steals one of my kills, if I was angry about it, I'd have the opportunity to team kill them.
I disagree, friendly fire is countered by spacing, if your teammates constantly hit you with their attacks, interrupting your punishes etc, then they dont know how to properly position themselves and they should learn to better do so.
Its easier co-ordinating with a premade team where there's communication I know, playing with randoms who just want to hack away at people are annoying I know, but friendly fire is important for the very reason you think its bad.
Imagine if the whole enemy team could just herd together, not having to care if they interrupt or damage their teammates while in a gank, it would encourage mindless plays and throwing out attacks without repercussion to those in your team around you.
Practice spacing and optimal positioning if you're running a pre-made, if you're not still do please, nobody enjoys a random who wants to help the wrong way and interrupts your punishes and combos.