Ok so pvp in general is a zerg fest. Red on blue, blue on red doesn't matter it's all get the numbers and call out victim.
This is not pvp.
I recommend a fix that would be a fairly significant change and likely would need tweaking one iimplemented. So please don't argue against the details of values as they can be adjusted but instead argue for or against the concept.
What I'm suggesting:
A diminishing returns system of damage for multiple aggressors.
If two players damage a player with 5 seconds of each other the damage is reduced to 50% on the second attack. If a third damage is reduced to 33% and 25% for four different sources of damage in a 5 second period.
All damage reduction would have to be pvp only no effect on mob damage.
This would opens up group pvp to be more of a splitting into 1v1 with players having to watch the allies for needed heals and there enemies for opportunities for a kill shot. The team with the greater number still has an advantage but if you have players who can't carry there own weight you will feel it. I see this causing longer pvp battles where even in a 4v4 when one team takes a 4v2 lead the fight is certainly not over.
This would make for great arena battles and make runners stand a better chance but I think the trade off of creating a much better group battle scenario is a worthwhile trade.
As a side if this was implemented you could remove stat for pk but not give them the diminishing returns on damage. This would help keep Pk with a punishment but make zerg pk groups at a disadvantage.
2 aside: with this change fights are going to last longer and be more based on timing and resource management so I would like to see pet stamina loss added when you have been in pvp in the last five minutes and make potions stackable or make mini keg you can drink out of that holds 10 pots if you want to give crafter something people will actually buy.
thoughts?
This is not pvp.
I recommend a fix that would be a fairly significant change and likely would need tweaking one iimplemented. So please don't argue against the details of values as they can be adjusted but instead argue for or against the concept.
What I'm suggesting:
A diminishing returns system of damage for multiple aggressors.
If two players damage a player with 5 seconds of each other the damage is reduced to 50% on the second attack. If a third damage is reduced to 33% and 25% for four different sources of damage in a 5 second period.
All damage reduction would have to be pvp only no effect on mob damage.
This would opens up group pvp to be more of a splitting into 1v1 with players having to watch the allies for needed heals and there enemies for opportunities for a kill shot. The team with the greater number still has an advantage but if you have players who can't carry there own weight you will feel it. I see this causing longer pvp battles where even in a 4v4 when one team takes a 4v2 lead the fight is certainly not over.
This would make for great arena battles and make runners stand a better chance but I think the trade off of creating a much better group battle scenario is a worthwhile trade.
As a side if this was implemented you could remove stat for pk but not give them the diminishing returns on damage. This would help keep Pk with a punishment but make zerg pk groups at a disadvantage.
2 aside: with this change fights are going to last longer and be more based on timing and resource management so I would like to see pet stamina loss added when you have been in pvp in the last five minutes and make potions stackable or make mini keg you can drink out of that holds 10 pots if you want to give crafter something people will actually buy.
thoughts?