Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
For Lumatrix it worries me if we do not take the offers with light gasoline it will be impossible to have it in 7* only those in celestral it is impossible to access them, I hope there will be more to win afterwards than the list of the last streaming
The infighting got to be SO BAD over the weekend that I wish I could just take a machete to entire swaths of meaningless and often off-topic bickering.
Like for example, Crashed, you can literally skip nearly the ENTIRETY of Page 8, besides two single constructive posts by @startropics and @JediJones77 the rest a whole lot of aggravating nothing.
It seems like from the actual meaningful conversations, our most pressing concerns and biggest questions deal with:
• Decay-idle punishment, we need a lot more clarity • 48hr rewards (are they disappearing/moving since many people *do* delay BGs because of them) • Complete Burnout due to having to constantly play BG mode now • Addressing how BGs is a "niche mode" and also stating how the 'rewards can't be bad if people are progressing' which completely misinterprets the data because you have Big Spenders involved in that progression, plus the conclusion of a big Holiday event bump, plus End Game content, which leads to: • A complete stagnation of rewards and progression for those of us that aren't playing every single piece of Everest Content - you say the rewards are good enough without acknowledging that almost all of that progression is coming from the people who've completed the Everest content, and not taking other players and modes into consideration, which is why BG rewards feel completely underwhelming and not worth the grind
Crashed, I think no level-headed person expects you to have read everything, formed your thoughts, and responded any time in the immediate future. But I think if you're able to provide even an inkling of *when* we might get an answer to some of these boiling questions, that will absolve *some* of the complaints.
All great points. Seems like Kabam and Crashed mixed in BG and Raids rewards complaints with others, when those should have been a seperate highlight. Then formed a general, tone deaf, willfully ignorant response off of that (no offense Crash). I hate to even say that, but I can't come up with any other reason as to how the persistent ongoing conversations, grievances, and concerns about outdated BG rewards, are questioned, or shrugged because of a players "account progression".
Bla bla bla, all empty words to me. Keep herding the sheeps.
You are here... Playing the same game, engaging in the same forums.. you are also a sheep.
Nope, I've never spent a penny on this game.
Sheep's spend money, while I play for free 😄 🤣
Then you should have said so, we are money spending sheeps and you are a broke human being. How are we supposed to know sheep meant money spending 🙄 Got it
Wrong again chump. I spend my money on my family and going on vacation while you sheeps spend on a video game.
Great life choices. Go spend money so i can keep playing a free game
🗣Baaaaaaaaaaaa....🐑🐑...I spent $5 on a daily deal. Oh no! 😵🫣 What have I done?!? Now I have to cancel my 3 week trip to Greece.
I hope you re not coming to Mykonos isle, you ll need around ten Bastions in euros for a week
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Dude the compensation better not be dumb like revives.. At this point just give me back my units (3k) or someone something worth it greedy assholes
For Lumatrix it worries me if we do not take the offers with light gasoline it will be impossible to have it in 7* only those in celestral it is impossible to access them, I hope there will be more to win afterwards than the list of the last streaming
All eidol champs will eventually be in the basic crystal
Many of the problems taking place in Battlegrounds and Mcoc as a whole are due to a bad design structure. There's two very important questions devs should ask themselves at all times in order to fulfill the goal of making Mcoc a fun worth playing game for EVERYONE.
1. How can different type of players, with different type of progression levels have a good experience playing the same game mode while making it challenging and fun?
2. How can we reward them all properly?
These can be seen as very complicated questions to answer or execute, however, they are the right questions. Why? Because fractionalizing the playerbase from a design perspective will only accomplish an overall bad experience. As the game grows bigger, so does the playerbase and their needs. In the long run, with current game design structure, the outcome will be devs "having" to design different types of game modes for different types of players in order to keep them engaged which is basically impossible.
Imagine a Pyramid as an example where the base are Challenger players and every step upward are the next progression titles being Valiant players, in today's game, the top of that pyramid. That's 9 levels of progression for a 10 year old game. For battlegrounds specifically that's 5 progression levels because players need to be Uncollected in order to access the game mode. So why is battlegrounds seen as a Niche game mode? Because the competitive aspects of the game mode are not applied horizontally, they are applied vertically and players can NOT keep up, even if they tried they would only have an awful experience, so they dont even try it.
GC should be Vertical competitiveness like it is, however, VT should be horizontal competitivness. Every player who decides to push amoungst their piers (progression level) could reach their own tier brackets and therfore GC while being rewarded for their time, effort, knowledge and skill properly. Even if they are uncollected players, that is fairness and provides a real challenge for them. Would rewards need to scale according to progression level? Yes, but it's easier to update rewards than to try to fix game mode flaws. This said, matchmaking in VT should work according to progression level Brackets.
A) Uncollected and Cavalier Cavalier and Thronbreaker C) Thronbreaker and Paragon D) Paragon and Valiant
In order to incentivize participation, rewards per match won could be introduced, while still being progression based and could have a 100 match max reward limit to avoid loop holes. For example:
This would be an example of a horizontal game design structure that answers to the needs of different type of players with different types of progression levels in order for them to have a good experience playing battlegrounds while making it challenging and fun. Rewards would be progression based until reaching GC, this helps newer players engage with the mode and therefore the game as a whole.
This game design structure needs to be implemented everwhere and it actually solves all matchmaking problems.
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Dude the compensation better not be dumb like revives.. At this point just give me back my units (3k) or someone something worth it greedy assholes
Battlegrounds would be more fun and a hell of a lot more interesting if you and your opponent were made to draft your 5 champs without seeing what the other side has chosen until the time of battle. Lose the bans,..add even class requirements for the 30 champs in the deck,..and let the cards fall where they may. Call it crazy but i think it could be more fun,..with interesting matchups and “on your toes” decision making.
Hey Crashed, if you’re still looking at suggestions, I hope this can be considered: Radiance used as a resource that replaces Glory, BG tokens, Loyalty, Artifacts, etc.
This will help your sentiment that you don’t want players feeling like MCOC is a full time job, while giving players the freedom to prioritize and play what they want.
Granted, people in alliances will naturally gain more than those who would focus on Solo game modes like Battlegrounds and Incursions. If Radiance is balanced around a player engaging with 3 of the 5 core game modes (AQ, AW, Incursions, Battlegrounds, Arena), they can still earn what they want. And as mentioned, if you’re part of an Alliance engaging in AQ and AW, you would get more Radiance than a person who isn’t.
Battlegrounds is a masterpiece, Kabam has built an absolute monster of a game mode, yet they don’t seem to fully grasp its impact or give it the respect it deserves. Do they really think players would spend money on their offers if not for Battlegrounds? What’s the incentive? The rest of the game doesn’t demand new champions to clear content, so without Battlegrounds, what’s the real need to chase after the latest additions?If battlegrounds was so niche then why keep releasing champions that are basically battlegrounds specific and needing the new counters that cost 500$+ to obtain
Hey Crashed, if you’re still looking at suggestions, I hope this can be considered: Radiance used as a resource that replaces Glory, BG tokens, Loyalty, Artifacts, etc.
This will help your sentiment that you don’t want players feeling like MCOC is a full time job, while giving players the freedom to prioritize and play what they want.
Granted, people in alliances will naturally gain more than those who would focus on Solo game modes like Battlegrounds and Incursions. If Radiance is balanced around a player engaging with 3 of the 5 core game modes (AQ, AW, Incursions, Battlegrounds, Arena), they can still earn what they want. And as mentioned, if you’re part of an Alliance engaging in AQ and AW, you would get more Radiance than a person who isn’t.
Don’t wanna speak for Crashed but I get the sense that’s partially the further vision. He mentioned that radiance will be the competitive mode currency starting with BG and moving to aq/aw later this year. I would agree artifacts (and maybe even mysterium) should all be grouped together as long as the store is designed and updated properly.
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Dude the compensation better not be dumb like revives.. At this point just give me back my units (3k) or someone something worth it greedy assholes
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Dude the compensation better not be dumb like revives.. At this point just give me back my units (3k) or someone something worth it greedy assholes
Dude, get out and touch grass.
Lol I always find this comment from any forum regular (new, old, myself included if I ever said it) to be of the highest irony and comedy.
Phew alright, I'm all caught up. Big thank you to those of you who took the time to write out detailed thoughts. A lot in here to think about as we forge the path forward.
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
Dude the compensation better not be dumb like revives.. At this point just give me back my units (3k) or someone something worth it greedy assholes
Dude, get out and touch grass.
Lol I always find this comment from any forum regular (new, old, myself included if I ever said it) to be of the highest irony and comedy.
I felt it was appropriate after the greedy a#####es comment.
Been playing since 2016 on and off. Not F2P I really this game but after many years of playing I am starting to lose interest. Too many roadblocks. Rewards are boring Takes too long to rank up a 7* Even if you pay to win.
It's been a neverending grind and it doesn't seem to get much easier.
It would be nice if every now and again kabam gave us new and exciting content for all progression levels not just end game content.
Maybe a some new game modes would be fun. I have always wanted a 1 vs 1 mini war or something similar.
I am going to continue playing because I do still enjoy the game. The grind is a bit extreme sometimes a bit repetitive and it can get easily boring.
I see many boycotting kabam I do agree with some problems in game which could easily be resolved such as boosting rewards in battlegrounds and maybe introducing a Paragon + Valiant EQ and Valiant Gauntlet for higher players with decent rewards such as titan shards / 7 sig stones and awakening gem shards some extra T4A + T6CC + some T7B frags which would be give many players a reason to keep playing and also not lose interest
Just out of curiosity based on some vids I watched and things I have said in the past .. BG rewards are very very heavy on the relics side. Relics development has been on hold for quite it while. Didn't it occur to Kabam that maybe that was the time to update rewards to something else?
Removing the solo event and moving those rewards to VC and GC…..wonderful, only did BGs for the solo event so guess thats less rewards for players. Killed the summoner sigil. Now Bgs, Boost rewards, not reallocate them. Game wants more and give out less. No wonder player base is getting fatigued
Removing the solo event and moving those rewards to VC and GC…..wonderful, only did BGs for the solo event so guess thats less rewards for players. Killed the summoner sigil. Now Bgs, Boost rewards, not reallocate them. Game wants more and give out less. No wonder player base is getting fatigued
Removal of solo event would practically erase farming, and kabam would definitely want to promote the idea for players to play for the actual sake of winning, and not just calculating wins and losses
I like the concept of consolidation of reward stores from a bunch of separate stores each requiring their own currency, to one store with one currency that can be earned in any game mode.
Play what you want, earn the same currency from every mode, and spend in one place. Having only one store should mean it will be easier to update rewards as the game economy changes as well.
Solution: Change design structure of VT as explained. This helps lower progression levels engage with the game mode properly.
2. Prioritizing more casual audience.
Solution: Change design structure of VT as explained. Game mode will be viable for all type of players including casuals.
3. Overall Player Retention.
Solution: Change design structure of the game mode as explained. Make a good and viable design structure for all game modes that doesn't fractionalize the playerbase allowing all progression level players to engage while rewarding constant participation. Min/Maxing rewards is NOT a good strategy.
3. Battlegrounds meta system design isn't working.
Solution: Get rid of Elder Marks.
4. Game is too Big: There are many rewards channels to make them all valuable. There are too many reward channels for us to keep updating. There are too many reward channels that we don't want players to feel like they have to do it all.
Solution: Update all game mode rewards value to be equally the same (AQ, AW, BGs) and put a limit on the amount of radiance currency that can be exchanged on a monthly basis according to the max amount of obtainable rewards from a single game mode. That way players can decide what game mode they want to play instead of feeling the need to grind all 3 game modes in order to obtain additional resources from other game modes. If players decide to grind all 3 and are able to reach max amount of available resources that way awesome, but if only one or two game modes can provide players with max amount of obtainable rewards, that accomplishes your goal. It's a matter of decision and perspective. Get rid of Glory, Loyalty and Battlechips for that matter and make radiance the only obtainable currency for all game mode rewards (less stores to update).
5. Pausing Can be an Advantage.
Solution: Add 30k points towards scoring (same as defender remaing HP) and disincentivize pausing.
6. Matchmaking
Solution: Change the design structure of VT with a horizontal competitive approach and keep GC design structure with a vertical competitive approach like explained on previous post.
Removing the solo event and moving those rewards to VC and GC…..wonderful, only did BGs for the solo event so guess thats less rewards for players. Killed the summoner sigil. Now Bgs, Boost rewards, not reallocate them. Game wants more and give out less. No wonder player base is getting fatigued
Removal of solo event would practically erase farming, and kabam would definitely want to promote the idea for players to play for the actual sake of winning, and not just calculating wins and losses
Not in the overall perspective of things because Alliance rankings work under the same premise. If they wanted to remove farming all they needed to do is get rid of Elder Marks. It's not a viable solution for them because that's how they monetize Battlegrounds and that's also why they are thinking of making Alliance rank rewards the sum of solo rank positions (not solo event).
However if they do that, they need to figure out another way to monetize BGs because Elder Marks would be irrelevant in the game economy.
This said, the removal of solo event actually doesn't stop farming at its base and injecting solo event rewards into VT and GC also doesn't solve the lack of meaningful rewards nore does it incentivize participation for lower progression based or casual players, it actually does the complete opposite.
Solution: Add a 30k points towards scoring on a KO (same as defender remaining HP) and disincentivize pausing.
While 30k Bonus for a Kill seems way too much (maybe this is a backhanded suggestion by some people who really want to get rid of Pause at all costs ?)
I will agree that there should be SOME amount of Bonus for the Kill, besides just for TIME points.
Needing to use most of the time, because of fighting tanks defenders, or ones you need to selectively attack, etc, while both champs are working their way down to death. If Time bonus is only extra, it's really not that much because took mist of the 2 minutes already. Doesn’t matter too much by then whether you get the kill or not,
**** So, BONUS Points for Kill of maybe 5k. That's still a good bonus, relative to the potential 15k (which can’t ever be reached anyways) for Fast Time.
(don't know how you could propose a 30k bonus, when even if you 1-hit the opponent to death in 5 seconds you're not even getting 15k for quick duration points)
Solution: Add a 30k points towards scoring on a KO (same as defender remaining HP) and disincentivize pausing.
While 30k Bonus for a Kill seems way too much (maybe this is a backhanded suggestion by some people who really want to get rid of Pause at all costs ?)
I will agree that there should be SOME amount of Bonus for the Kill, besides just for TIME points.
Needing to use most of the time, because of fighting tanks defenders, or ones you need to selectively attack, etc, while both champs are working their way down to death. If Time bonus is only extra, it's really not that much because took mist of the 2 minutes already. Doesn’t matter too much by then whether you get the kill or not,
**** So, BONUS Points for Kill of maybe 5k. That's still a good bonus, relative to the potential 15k (which can’t ever be reached anyways) for Fast Time.
(don't know how you could propose a 30k bonus, when even if you 1-hit the opponent to death in 5 seconds you're not even getting 15k for quick duration points)
I proposed 30k on a KO because theres 30k available points on defender remaing HP. It's a no brainer. Pausing is not relative to time because timer goes down to 0 anyways, it's relative to opponents defender remaining HP, attacker HP and fight duration.
• 1% HP gives 300 points towards scoring.
16.7% HP would make up for 5k scoring on a KO. So anything below that timer still incentivizes pausing depending on attacker remaing HP which max out at 15k points.
Example: Player A finishes the fight, KOs and gets 5k extra scoring however looses 10k points of scoring points towards attacker remaining health do to getting hit.
Player B finishes the fight, doesn't KO because he paused and looses 10k points on fight duration scoring however didn't receive damage and finishes at 100% HP scoring 15k points towards attacker HP.
Player A = 42k total points (Not pausing) KO - 5k Attacker HP - 5k Defender remaing health - 30k Fight duration - 2k
Player B = 44k total points (Pausing) KO - 0 Attacker HP - 15k Defender remaing HP - 29k Fight duration - 0
Comments
We are busy working on the changes I listed and will have more news obviously before Season 28. We also know there is a lot of clarity needed for plans outside Battlegrounds, so we are working on putting that information together.
Finally, players should get info about Nightmare Raids changes and compensation before the end of the week.
1. How can different type of players, with different type of progression levels have a good experience playing the same game mode while making it challenging and fun?
2. How can we reward them all properly?
These can be seen as very complicated questions to answer or execute, however, they are the right questions. Why? Because fractionalizing the playerbase from a design perspective will only accomplish an overall bad experience. As the game grows bigger, so does the playerbase and their needs. In the long run, with current game design structure, the outcome will be devs "having" to design different types of game modes for different types of players in order to keep them engaged which is basically impossible.
Imagine a Pyramid as an example where the base are Challenger players and every step upward are the next progression titles being Valiant players, in today's game, the top of that pyramid. That's 9 levels of progression for a 10 year old game. For battlegrounds specifically that's 5 progression levels because players need to be Uncollected in order to access the game mode. So why is battlegrounds seen as a Niche game mode? Because the competitive aspects of the game mode are not applied horizontally, they are applied vertically and players can NOT keep up, even if they tried they would only have an awful experience, so they dont even try it.
GC should be Vertical competitiveness like it is, however, VT should be horizontal competitivness. Every player who decides to push amoungst their piers (progression level) could reach their own tier brackets and therfore GC while being rewarded for their time, effort, knowledge and skill properly. Even if they are uncollected players, that is fairness and provides a real challenge for them. Would rewards need to scale according to progression level? Yes, but it's easier to update rewards than to try to fix game mode flaws. This said, matchmaking in VT should work according to progression level Brackets.
A) Uncollected and Cavalier
C) Thronbreaker and Paragon
D) Paragon and Valiant
In order to incentivize participation, rewards per match won could be introduced, while still being progression based and could have a 100 match max reward limit to avoid loop holes. For example:
• Uncollected = 100 Battlechips and Gold
• Cavalier = 100 Battlechips, Gold and 5* shards
• Thronbreaker = 100 Battlechips, Gold 6* shards.
• Paragon = 100 Battlechips, Gold and 7* shards.
• Valiant = 100 Battlechips, Gold and Titan shards.
This would be an example of a horizontal game design structure that answers to the needs of different type of players with different types of progression levels in order for them to have a good experience playing battlegrounds while making it challenging and fun. Rewards would be progression based until reaching GC, this helps newer players engage with the mode and therefore the game as a whole.
This game design structure needs to be implemented everwhere and it actually solves all matchmaking problems.
Lose the bans,..add even class requirements for the 30 champs in the deck,..and let the cards fall where they may.
Call it crazy but i think it could be more fun,..with interesting matchups and “on your toes” decision making.
This will help your sentiment that you don’t want players feeling like MCOC is a full time job, while giving players the freedom to prioritize and play what they want.
Granted, people in alliances will naturally gain more than those who would focus on Solo game modes like Battlegrounds and Incursions. If Radiance is balanced around a player engaging with 3 of the 5 core game modes (AQ, AW, Incursions, Battlegrounds, Arena), they can still earn what they want. And as mentioned, if you’re part of an Alliance engaging in AQ and AW, you would get more Radiance than a person who isn’t.
Not F2P
I really this game but after many years of playing I am starting to lose interest.
Too many roadblocks.
Rewards are boring
Takes too long to rank up a 7*
Even if you pay to win.
It's been a neverending grind and it doesn't seem to get much easier.
It would be nice if every now and again kabam gave us new and exciting content for all progression levels not just end game content.
Maybe a some new game modes would be fun.
I have always wanted a 1 vs 1 mini war or something similar.
I am going to continue playing because I do still enjoy the game. The grind is a bit extreme sometimes a bit repetitive and it can get easily boring.
I see many boycotting kabam
I do agree with some problems in game which could easily be resolved such as boosting rewards in battlegrounds and maybe introducing a Paragon + Valiant EQ and Valiant Gauntlet for higher players with decent rewards such as titan shards / 7 sig stones and awakening gem shards some extra T4A + T6CC + some T7B frags which would be give many players a reason to keep playing and also not lose interest
BG rewards are very very heavy on the relics side. Relics development has been on hold for quite it while. Didn't it occur to Kabam that maybe that was the time to update rewards to something else?
Boost rewards, not reallocate them. Game wants more and give out less. No wonder player base is getting fatigued
Play what you want, earn the same currency from every mode, and spend in one place. Having only one store should mean it will be easier to update rewards as the game economy changes as well.
1. Battlegrounds is a Niche game mode
Solution: Change design structure of VT as explained. This helps lower progression levels engage with the game mode properly.
2. Prioritizing more casual audience.
Solution: Change design structure of VT as explained. Game mode will be viable for all type of players including casuals.
3. Overall Player Retention.
Solution: Change design structure of the game mode as explained. Make a good and viable design structure for all game modes that doesn't fractionalize the playerbase allowing all progression level players to engage while rewarding constant participation. Min/Maxing rewards is NOT a good strategy.
3. Battlegrounds meta system design isn't working.
Solution: Get rid of Elder Marks.
4. Game is too Big: There are many rewards channels to make them all valuable. There are too many reward channels for us to keep updating. There are too many reward channels that we don't want players to feel like they have to do it all.
Solution: Update all game mode rewards value to be equally the same (AQ, AW, BGs) and put a limit on the amount of radiance currency that can be exchanged on a monthly basis according to the max amount of obtainable rewards from a single game mode. That way players can decide what game mode they want to play instead of feeling the need to grind all 3 game modes in order to obtain additional resources from other game modes. If players decide to grind all 3 and are able to reach max amount of available resources that way awesome, but if only one or two game modes can provide players with max amount of obtainable rewards, that accomplishes your goal. It's a matter of decision and perspective. Get rid of Glory, Loyalty and Battlechips for that matter and make radiance the only obtainable currency for all game mode rewards (less stores to update).
5. Pausing Can be an Advantage.
Solution: Add 30k points towards scoring (same as defender remaing HP) and disincentivize pausing.
6. Matchmaking
Solution: Change the design structure of VT with a horizontal competitive approach and keep GC design structure with a vertical competitive approach like explained on previous post.
5. Pausing can be an Advantage.
Solution: Add a 30k points towards scoring on a KO (same as defender remaining HP) and disincentivize pausing.
However if they do that, they need to figure out another way to monetize BGs because Elder Marks would be irrelevant in the game economy.
This said, the removal of solo event actually doesn't stop farming at its base and injecting solo event rewards into VT and GC also doesn't solve the lack of meaningful rewards nore does it incentivize participation for lower progression based or casual players, it actually does the complete opposite.
I will agree that there should be SOME amount of Bonus for the Kill, besides just for TIME points.
Needing to use most of the time, because of fighting tanks defenders, or ones you need to selectively attack, etc, while both champs are working their way down to death.
If Time bonus is only extra, it's really not that much because took mist of the 2 minutes already.
Doesn’t matter too much by then whether you get the kill or not,
**** So, BONUS Points for Kill of maybe 5k. That's still a good bonus, relative to the potential 15k (which can’t ever be reached anyways) for Fast Time.
(don't know how you could propose a 30k bonus, when even if you 1-hit the opponent to death in 5 seconds you're not even getting 15k for quick duration points)
• 1% HP gives 300 points towards scoring.
16.7% HP would make up for 5k scoring on a KO. So anything below that timer still incentivizes pausing depending on attacker remaing HP which max out at 15k points.
Example:
Player A finishes the fight, KOs and gets 5k extra scoring however looses 10k points of scoring points towards attacker remaining health do to getting hit.
Player B finishes the fight, doesn't KO because he paused and looses 10k points on fight duration scoring however didn't receive damage and finishes at 100% HP scoring 15k points towards attacker HP.
Player A = 42k total points (Not pausing)
KO - 5k
Attacker HP - 5k
Defender remaing health - 30k
Fight duration - 2k
Player B = 44k total points (Pausing)
KO - 0
Attacker HP - 15k
Defender remaing HP - 29k
Fight duration - 0