Should there be greater penalties for dying?

The only change I would possibly (possibly) like to see is more XP for assisted kills.

Right now killing a player is worth a static number of XP, depending on their level. If someone gets the kill solo, they receive full XP. If there are assists, the killer gets reduced XP and the assisters get the rest. The killer still gets the most, but the overall XP doesn’t change.

This actually incentivizes bad play. Diving too deep for a kill will earn a full XP load for the diver, but the opposing team will have their XP spread across everyone who helped.

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You would think its bad play but, in fact, everyone assisting a kill means more points spread between opposing players; Thats means they will win the stalemate (Assuming there is one) via points. Theres always a work-around

Except not.

It’s the same number of points, spread further.

Example: the diver gets 10 XP for his kill, and all 5 members of the other team get 2 each (assuming they all helped)

Same total XP, just spread further.

We are already penalized…No FFYL :open_mouth:

No, not XP; I said points as in your player score

Oh. My bad. You are correct then.

As a player who’s trying to learn the feel and tactics of a multiplayer, the wait timer is EXTREMELY frustrating. I generally die about 15-16 times per round weekend after weekend. So instead of getting back out there and learning how to be better, I’m spending my weekend staring at a sixty-five dollar timer counting down for a minute after every death, with adds up to about 1/3 of my available match time. Maybe there’s a way that I could take less credits, but not wait 45-60 seconds per death?

What characters are you playing where you are dying 15-16 times…?

I usually play Orendi, Melka, or Galilea. Lately I’ve been trying Shane and Aurox. I’m slowly getting better, last weekend I was able to get a couple kills. It’s just impossible to make good progress and learn, sitting in the spectator screen. I’m level 100 with a maxed 15 on Orendi and Melka, from putting in hundreds and hundreds of hours on the private stories, but they don’t prepare you for fighting real players.

Its just a matter of over pursuing. Orendi should never be that front and center to die 15 times. Take out minion waves and drop pillars on unsuspecting opponents, retreat when you get targeted. Gali is a little trickier as she belongs in the fray, just don’t push so hard I guess. Mellka though, you should never die anywhere near that many times with. She has arguably the best escape in the game. Get in, do your damage, and when you hit low health, jump, aim for the sky and claw lunge out of there. Doesn’t sound like a skill issue, sounds like a decision making issue. Pick your battles

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I was thinking that deaths should be figured into your score, like 2 points for a kill, 1 point for an assist, and maybe -1 point for a death.

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Thanks! Thats excellent advice. I’m almost always the victim, so I’ve never seen seasoned players retreat! I’ve never played that way, since I figured the good players don’t run away, that it was a losing strategy. Now that you mention it, it totally makes sense, to try to run away. Also, it seems that there is some way people are teleporting to get more health? (maybe it would take them back to the starting point?) If that’s a real function it seems like a pretty big oversite not to mention it at the beginning of the round. Nova says "build turrets, kill Varelsi, escort the minions, etc, but never mentions “oh by the way, you can completely heal yourself by teleporting”-might be useful! I’m going to figure out which button does that trick.

Down on the dpad if you are on XB1

Why would there be? Aggressive play is a legitimate strategy. If you don’t like that aggressive players are tying up your team then top going after them and let whoever they’re after 1v1.

I personally hate how long I have to wait to respawn as it is, late in the game. When an opponent is dominating us in incursion 80-0 and there’s 10 minutes left, it’s cruel being made to sit and watch my teammates getting crushed for 30 seconds while I can do nothing.

Respawn time can factor character level into the equation, sure, but it should also factor in how far behind you are to keep things just a little bit more balanced.

personally, I have seen plenty of losses that were the end result of people on my team feeding the enemy team kills left and right. that being said, I think that perhaps adding a second to your respawn time after the second death, and two seconds on your third, etc. could be added to the mechanics already in place (higher level, longer wait.) wouldn’t be super harsh, but it might give people a little pause for thought before they go all leroy jenkins down the middle lane.

I hate to say it, but I think a risky push to kill off a pivotal player on the opposing team is a valid tactic. If I have locked down a section of the map as Kleese with my interconnected Rifts it is acceptable for one of the opposing team’s assassin players to take me out of the equation. I die, my Rifts despawn and potentially my team’s position can collapse. It might not be as flashy as killing off a key opposing player and escaping, but the rest of that team’s players would be more able to capitalise on the objectives than a Phoebe or Rath charging in anyway.

I said “I hate to say it” because I am usually that support/team healer that gets all the rabid crazies throwing themselves at me every game. :stuck_out_tongue:

I like a few suggestions people have posted in the thread like deaths deduct points from your score and increasing your spawn timer for every death.

Anyways, I have a suggestion as well. Having your skills not cooldown during the respawn timer would make it so players can’t just do their burst damage with their ult, die, and do it again right after spawning.

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I kinda like this suggestion, though admittedly only as a stopgap to cheesing on Incursion.

That doesn’t sound right, if you’re dying so many times then you should be pretty low level and at the lower levels the respawn timer is so small it is almost laughable.

Anyway, sorry about your situation. This post is pretty old but the original point was simply that it can be hard to capitalize on a power play (taking out 3 or more of the opposing team) simply because they respawn so quickly. Yeah, a 60 second timer feels like forever while you’re sitting there waiting it out but 60 seconds is often barely enough to push from my Sentry to the opposing team Sentry, especially on a bigger map like Monuments.

Overall, I let this post die as the game is good and I’ve not felt the need to harp on respawn timers. I still think it can be hard to capitalize on power plays but it’s not such a major issue I feel it is worth making hay over. The game is overall, quite balanced IMO.