Small Scale PvP- let’s talk about ideas.
I would like to have a discussion regarding what small scale PvP the community would enjoy.
In thinking about what I would like to see from the game, fast paced, “bingeable” (not having to wait on refreshing timers), rewarding, challenging, and competitive comes to mind. Below I’ll briefly outline an idea I’ve had, but I want to hear others’ ideas as well.
My idea is as follows...
With the advent of the new duel target system in game, there is really no reason to duel specific players, but that could open the door for a PvP duel system. I envision it being a fast paced matchmaking system in which player can queue to compete against another player in real time against boss rush style maps custom tailored by each player.
Before queuing, you would choose a defensive team of 5 champions which would benefit from synergies, opening the door to interesting new game theory and scheming. Additionally, each defender would have X number of nodes (difficulty of nodes varying on player PI), which you would handpick- like creating your own boss rush. These defenders and nodes could be saved to eliminate the need for repeating this process before requeuing each time.
Similar to incursions, once matched with an opponent, each player would fight parallel to the opponent on separate paths. However, instead of only being able to pick up buffs along the way (after fight 2, and 4), you could opt to instead place an additional defensive node on your next defender (3 and 5). The selection of offensive buffs and defensive nodes would be random, as buffs are currently in incursions, with 3 of each available for choosing.
Fights would be capped at X minutes, with timeouts resulting in 50% loss in current attacker health. Players may not start fight 3 or 5 until the opponent had selected the corresponding buff/node for that fight. Time between fights would be capped at 2 minutes to ensure no one could hold another player “hostage”. A player can forfeit at any point by leaving the match; however, this will result in forfeiting rewards for the match.
Points would be calculated based on combined remaining attacker health, the combined speed in which the player defeats the defenders, and multiplier based on node difficulty based on PI. This system could make suicide masteries a potential asset, or detriment to your overall success based on skill, planning, or sabotage by your opponent.
Champion boosts would not apply, nor would items be allowed. The price to enter each match would be 15 units (this should be more than offset by rewards for a win).
Rewards would be scaled to difficulty and dependent on whether you won or lost. An example for top tier reward would be 200 6* shards, 500 5* shards, and 10k battlechips for a win, and 1/4 of that for a loss. Season rewards would be similar to that of AW, complete with a leaderboard for ultimate bragging rights. Current season rank would be displayed on your profile.
TLDR:
My idea is a matchmaking mixture of boss rush/incursion style PvP complete with a competitive leaderboard and season rewards, incorporating synergies, nodes, and buffs.
All of this is open to input, and only a roughly polished idea. I would love to hear what everyone else would like to see in terms of small scale PvP.