There's one champion that makes scoring much harder on his own. You can reduce nick fury to 1% and pause the game . You'll lose points for time but you don't have to deal with his second phase which will result in you losing health most of the time
Interesting argument but I think you guys are missing what's going on here. Corvus -> Does a heap of damage, press pause.
Pause should be disabled in the bg. Any disconnect, exit etc should forfeit.
I’m not sure that would score a lot of points tbh. You’d lose I think up to 15,000 points immediately because of time remaining. You’d have 15k, or close to it, from attacker health remaining. So that closes out as a net 0.
The only points you get will be 20 charges worth of damage on defender health remaining, meaning the max score you get will be 45k and that’s if you got them down to 1%, in that case, why not just finish the fight and get the time bonus? Let’s say you get them to around 20% health, that’s 24k points. Plus your 15k for attacker health that’s 39k overall.
In higher match ups, that’s usually just not enough to win. You’re looking at 45k as the lowest general scores and ranging to 55k.
Maybe it’ll be good for lower down the leaderboard, but it won’t get you many wins.
Might not get many wins but that's whats happened in the OG's case.
Do you think pause should be allowed?
I know this is a cop out, but can I withhold judgement until I have time to make a better and more definitive decision haha?
There is potential to be exploited, so my gut instinct says it should be very carefully watched.
I mean, as @AverageDesi points out, the pause button can be used tactically against Nick fury at 1% so you save points from health lost during his second life. Is that a good thing to have in the game? I don’t think so, but there may be necessary reasons to have the pause there.
Basically, I’m not sure, but it definitely needs to be watched.
Interesting argument but I think you guys are missing what's going on here. Corvus -> Does a heap of damage, press pause.
Pause should be disabled in the bg. Any disconnect, exit etc should forfeit.
I’m not sure that would score a lot of points tbh. You’d lose I think up to 15,000 points immediately because of time remaining. You’d have 15k, or close to it, from attacker health remaining. So that closes out as a net 0.
The only points you get will be 20 charges worth of damage on defender health remaining, meaning the max score you get will be 45k and that’s if you got them down to 1%, in that case, why not just finish the fight and get the time bonus? Let’s say you get them to around 20% health, that’s 24k points. Plus your 15k for attacker health that’s 39k overall.
In higher match ups, that’s usually just not enough to win. You’re looking at 45k as the lowest general scores and ranging to 55k.
Maybe it’ll be good for lower down the leaderboard, but it won’t get you many wins.
Might not get many wins but that's whats happened in the OG's case.
Do you think pause should be allowed?
I know this is a cop out, but can I withhold judgement until I have time to make a better and more definitive decision haha?
There is potential to be exploited, so my gut instinct says it should be very carefully watched.
I mean, as @AverageDesi points out, the pause button can be used tactically against Nick fury at 1% so you save points from health lost during his second life. Is that a good thing to have in the game? I don’t think so, but there may be necessary reasons to have the pause there.
Basically, I’m not sure, but it definitely needs to be watched.
Fair enough. I'm less on the fence. While undoubtely there can be some clever uses, pausing a fight seems to be against the spirit of the game. Shouldn't be possible.
Interesting argument but I think you guys are missing what's going on here. Corvus -> Does a heap of damage, press pause.
Pause should be disabled in the bg. Any disconnect, exit etc should forfeit.
I’m not sure that would score a lot of points tbh. You’d lose I think up to 15,000 points immediately because of time remaining. You’d have 15k, or close to it, from attacker health remaining. So that closes out as a net 0.
The only points you get will be 20 charges worth of damage on defender health remaining, meaning the max score you get will be 45k and that’s if you got them down to 1%, in that case, why not just finish the fight and get the time bonus? Let’s say you get them to around 20% health, that’s 24k points. Plus your 15k for attacker health that’s 39k overall.
In higher match ups, that’s usually just not enough to win. You’re looking at 45k as the lowest general scores and ranging to 55k.
Maybe it’ll be good for lower down the leaderboard, but it won’t get you many wins.
Might not get many wins but that's whats happened in the OG's case.
Do you think pause should be allowed?
I know this is a cop out, but can I withhold judgement until I have time to make a better and more definitive decision haha?
There is potential to be exploited, so my gut instinct says it should be very carefully watched.
I mean, as @AverageDesi points out, the pause button can be used tactically against Nick fury at 1% so you save points from health lost during his second life. Is that a good thing to have in the game? I don’t think so, but there may be necessary reasons to have the pause there.
Basically, I’m not sure, but it definitely needs to be watched.
Fair enough. I'm less on the fence. While undoubtely there can be some clever uses, pausing a fight seems to be against the spirit of the game. Shouldn't be possible.
I think I'm nearly there with you, it definitely is against the spirit of the game. The pause button shouldn't be able to be used tactically. But I'm just not sure if there's something I'm missing about if there's a bigger reason for it being there, if not, then I think it should go.
Interesting argument but I think you guys are missing what's going on here. Corvus -> Does a heap of damage, press pause.
Pause should be disabled in the bg. Any disconnect, exit etc should forfeit.
I’m not sure that would score a lot of points tbh. You’d lose I think up to 15,000 points immediately because of time remaining. You’d have 15k, or close to it, from attacker health remaining. So that closes out as a net 0.
The only points you get will be 20 charges worth of damage on defender health remaining, meaning the max score you get will be 45k and that’s if you got them down to 1%, in that case, why not just finish the fight and get the time bonus? Let’s say you get them to around 20% health, that’s 24k points. Plus your 15k for attacker health that’s 39k overall.
In higher match ups, that’s usually just not enough to win. You’re looking at 45k as the lowest general scores and ranging to 55k.
Maybe it’ll be good for lower down the leaderboard, but it won’t get you many wins.
Might not get many wins but that's whats happened in the OG's case.
Do you think pause should be allowed?
I know this is a cop out, but can I withhold judgement until I have time to make a better and more definitive decision haha?
There is potential to be exploited, so my gut instinct says it should be very carefully watched.
I mean, as @AverageDesi points out, the pause button can be used tactically against Nick fury at 1% so you save points from health lost during his second life. Is that a good thing to have in the game? I don’t think so, but there may be necessary reasons to have the pause there.
Basically, I’m not sure, but it definitely needs to be watched.
Fair enough. I'm less on the fence. While undoubtely there can be some clever uses, pausing a fight seems to be against the spirit of the game. Shouldn't be possible.
I think I'm nearly there with you, it definitely is against the spirit of the game. The pause button shouldn't be able to be used tactically. But I'm just not sure if there's something I'm missing about if there's a bigger reason for it being there, if not, then I think it should go.
In normal online games there isn't pause button since there are multiple people playing in real time since that is not the case here pause button exists. Why do they exist on other game modes though? Do they present an unfair advantage there?
There's one champion that makes scoring much harder on his own. You can reduce nick fury to 1% and pause the game . You'll lose points for time but you don't have to deal with his second phase which will result in you losing health most of the time
Frequently when using Nick as an attacker, if I had a sloppy fight and my health is getting low, I’ll get the opponent to almost dead and then let them knock out my LMD. Then finish the fight with substantially more health.
I don’t think this was a deciding factor in any of my matches, but it’s an additional wrench in the works. You can have an objectively worse fight with a champ like Nick, iHulk, or Phoenix, but game the scoring mechanic to come away looking like a high quality win.
I’ve had a couple fights vs Nick where I made sure not to kill him so LMD wouldn’t kick in. Didn’t use the pause button but did 1 hit and backed away to kill time, I find that acceptable but the pause button should not exist in this mode if the scoring remains the way it currently is
There's one champion that makes scoring much harder on his own. You can reduce nick fury to 1% and pause the game . You'll lose points for time but you don't have to deal with his second phase which will result in you losing health most of the time
I’ve done this if I’ve got a non ideal matchup. It also works the other way if you’re using NF. Get that light ending bleed as they’re on 1-2% let them kill your decoy and you finish on 100%
Surely there's a simple solution to all this which makes for a much fairer system...
Keep all the current point scoring mechanisms exactly the same, but make ALL of them tie-breakers.
If only one player KOs the defender that's a default win. If only one player gets killed by the defender, that's a default loss. The points from health pools and times only come into play if the fight outcome was the same for both players (died, timed out, got the KO)
I would create a place where Defenders are all the same. Even as 6* r3. A say sasquatch can't bei ko'ed in the Same Timen like a stark spidy. So Tanks will rule the Defends. Luke Cage, thing, terrax and alike.isnt that boring?
And it would give super sophisticated Players a real edge against "beginners" that dont know every best counter or Just dont have them.
For me (Long Time Player) it kills the fun of a emidiate Fight. This Mode ist for endgamer then,but Not for fun.
In Kabam's post, they defined the optimal battleground performance as "defeating the defender, losing as little health as possible, as quickly as possible". If that's what they intended, then it seems like the primary goal is "KO the defender" with secondary goals of "Max Attacker Health Remaining" and "Min Fight Time". So if player 1 KO's the defender, but player 2 doesn't, player 1 had the "better performance" and should win, with Attacker health and fight time used as tiebreakers.
Personally, I think Kabam should reword that to "*lower defender's health as much as possible*, losing as little health as possible, as quickly as possible". That wouldn't elevate Defender health above the other 2 goals, which gives us the current system with 3 primary goals of "Min Defender Health", "Max Attacker Health", and "Min Time Remaining". Then it's easy to add secondary goals of "KO Defender (Could've lowered Defender Health even more in the timeframe)", "Not get Attacker KO (could've lost more Attacker Health in the timeframe)". Those secondary goals would be worth extra points, potentially scaling with Time Remaining.
I also don't believe in penalizing timeouts because dragging out fights is a valid strategy in other areas of the game. As a low-mid tier player, sometimes the best way for me to beat content is to bring in Blade and spend 6+ minutes slowly bleeding the defender to death, and using the free regen when I get clipped. I very much understand that strategy doesn't hold up in competitive tiers of the game, but I don't think battlegrounds should be designed with one specific playstyle in mind.
The more I played it. The more fair it felt. I don't know, but it looks good to me now. As its same for both participants
I'll agree as far as the more you play it, the smarter you get at influencing your points. Feels a lot less like fighting to win and a lot more on hedging your bets scoring wise - especially if you know how hard your opponent is going to find your defender.
I've learned to play battlegrounds differently to how I'd play any other piece of content in the game and that's more tactfully around the point scoring. I know if time to kill or remaining health is going to be the hurdle for my opponent to overcome so I play my attack round to focus on whichever element I think will cost them points in their fight.
Would still prefer to see default wins and losses for KOs as I think Killing and Surviving are the two primary objectives throughout the game.
Haven't yet made my mind up as to whether I enjoy it or not yet though.
Comments
There is potential to be exploited, so my gut instinct says it should be very carefully watched.
I mean, as @AverageDesi points out, the pause button can be used tactically against Nick fury at 1% so you save points from health lost during his second life. Is that a good thing to have in the game? I don’t think so, but there may be necessary reasons to have the pause there.
Basically, I’m not sure, but it definitely needs to be watched.
I'm less on the fence. While undoubtely there can be some clever uses, pausing a fight seems to be against the spirit of the game. Shouldn't be possible.
I don’t think this was a deciding factor in any of my matches, but it’s an additional wrench in the works. You can have an objectively worse fight with a champ like Nick, iHulk, or Phoenix, but game the scoring mechanic to come away looking like a high quality win.
Keep all the current point scoring mechanisms exactly the same, but make ALL of them tie-breakers.
If only one player KOs the defender that's a default win. If only one player gets killed by the defender, that's a default loss.
The points from health pools and times only come into play if the fight outcome was the same for both players (died, timed out, got the KO)
I would create a place where Defenders are all the same. Even as 6* r3. A say sasquatch can't bei ko'ed in the Same Timen like a stark spidy.
So Tanks will rule the Defends. Luke Cage, thing, terrax and alike.isnt that boring?
And it would give super sophisticated Players a real edge against "beginners" that dont know every best counter or Just dont have them.
For me (Long Time Player) it kills the fun of a emidiate Fight. This Mode ist for endgamer then,but Not for fun.
Imho
Personally, I think Kabam should reword that to "*lower defender's health as much as possible*, losing as little health as possible, as quickly as possible". That wouldn't elevate Defender health above the other 2 goals, which gives us the current system with 3 primary goals of "Min Defender Health", "Max Attacker Health", and "Min Time Remaining". Then it's easy to add secondary goals of "KO Defender (Could've lowered Defender Health even more in the timeframe)", "Not get Attacker KO (could've lost more Attacker Health in the timeframe)". Those secondary goals would be worth extra points, potentially scaling with Time Remaining.
I also don't believe in penalizing timeouts because dragging out fights is a valid strategy in other areas of the game. As a low-mid tier player, sometimes the best way for me to beat content is to bring in Blade and spend 6+ minutes slowly bleeding the defender to death, and using the free regen when I get clipped. I very much understand that strategy doesn't hold up in competitive tiers of the game, but I don't think battlegrounds should be designed with one specific playstyle in mind.
I don't know, but it looks good to me now.
As its same for both participants
I've learned to play battlegrounds differently to how I'd play any other piece of content in the game and that's more tactfully around the point scoring. I know if time to kill or remaining health is going to be the hurdle for my opponent to overcome so I play my attack round to focus on whichever element I think will cost them points in their fight.
Would still prefer to see default wins and losses for KOs as I think Killing and Surviving are the two primary objectives throughout the game.
Haven't yet made my mind up as to whether I enjoy it or not yet though.