Ok, so we all know that one of the most important rules in PvP is: “Don’t Die.”
Not only does it give the opposing team an immediate manpower advantage and big experience to unlock powerful helixes and Ultimates earlier than your team, but kills count SUBSTANTIALLY towards the final tiebreaker score in the event of a tie (really only a factor in Incursion.)
That said, I die a lot. I like to think I’m a pretty good PvP player, but I also probably die a lot more than other players of similar skill. I play too agressively, no doubt; survivability is definitely my weakness as a player, which limits me from playing squishy guys like Orendi, Mellka, etc. effectively. Now, I consider myself a good player because despite the tendency to die a lot, I usually am the leader or near the lead in minion kills, buildables, minions, thralls, etc. and generally put up decently respectable kill numbers, myself. I’ve never gotten Worthy of Song, but I’ve been close a few times. And all of this is with spending a lot more time on the bench waiting to respawn than many of my colleagues.
A part of my dying-too-much problem is that I have no pride in my K:D ratio. Couldn’t care less. All I care about is having fun and seeing that blue Victory screen at the end. If I’m 1-10 and we win, I’m happier than if I’m 20-2 and we lose.
With all this in mind, I wanted to open a discussion in this thread about “what constitutes a worthwhile death?” What in-game objective is worth handing over the experience, score, and temporary manpower advantage to your enemies? I want to gather feedback to see if my priorities are right based on general consensus and specific advice of players who know this game better than I do.
Obviously, it’s VERY situational. The manpower advantage is such an X-factor in risk calculations that there can’t ever be hard-and-fast rules. If you die clearing a Meltdown wave, it might result in the opponent rolling over your allies and scoring more points in the interim than you saved by your death. Or, your allies may hold out and nothing happens.
I feel like that’s a good place to start: wave clearing in Meltdown. I play it fast-and-loose here. Points can’t be taken off the board, the game has a finite goal of 500, and if I die right after successfully clearing that wave, I’ll probably be back in that lane by the time the next one reaches the scoring zone. Plus, if the enemy focuses on me instead of my minions while I’m clearing theirs, they’re not clearing my minions. My allies can come along, avenge me, and easily score the wave. I consider this to be a good death.