CameraBeardThePirate wrote: »I could see finite lives working with teams of 3 instead of teams of 4, but by the time your group gets to 4 players, any competent gamers^tm will have so much cross buffing and healing going on that the gap between 3 and 4 players is massive.
Comparatively, the gap between 2 and 3 is much less noticeable - it's still very difficult to win a 2v3, but much less of a daunting task then a 3v4.
ketsparrowhawk wrote: »Every single 4v4 Deathmatch is ruined by the "Finite Lives" feature.
It always goes like this: Two teams will be somewhat evenly matched. One team will have a weaker player but the other 3 can compensate. That player may die a bit more than the others but it's a good fight overall nonetheless. UNTIL.. that player dies a third time. Then it becomes an absolutely hopeless situation for the team that was already losing. What incentive do the remaining players have to even keep trying (typically they stop trying.. refuse to jump out of spawn after they lose a player permanently.. then we just watch the clock or suffer a deserter penalty)? May as well just end the round as soon as one player runs out of lives. OR even better, make it so that if the team as a whole suffers x number of deaths, the round ends.
It doesn't add any strategy. I put a skull marker on the squishiest target, we farm them til they're out of lives then just walk over the remaining 3 til the game ends. It isn't fun for anybody. It punishes the weaker team for being the weaker team. Match outcomes are determined within the first 30 seconds. I've gotten to the point where if an opposing player runs out of lives, I go hide in a corner so my other 3 teammates can at least still have a fun fair fight. Nobody enjoys roflstomping in an unfair outnumbered fight.
Major_Mangle wrote: »I disagree, the finite lives does actually add a tactical/strategic element to it. If you can focus down a key player in the enemy team so they're out of lives it does increase the chances of youe team coming out victorious. Had more than enough BG's (that went to a 3rd round) because each team had to figure out who to focus in the enemy teams and who was getting focused on theirs.
The problem is once again poor matchmaking/mmr that pairs players of vastly different skillevels, not the mode/format design itself.
ketsparrowhawk wrote: »Focusing a "key player" is never even necessary. The squishiest target becomes apparent within seconds. They're the easiest one to eliminate so that's the "key player" you focus so that you can force an outnumbered fight. It's not strategy.. it's how every single 4v4 deathmatch plays out just by matter of course. People naturally target the low healthbar so that's the person who will run out of lives first. What you're talking about may make sense in the group queue but tbh I've not seen any coordinated teams playing on that kind of level since the U44 update.
ketsparrowhawk wrote: »Focusing a "key player" is never even necessary. The squishiest target becomes apparent within seconds. They're the easiest one to eliminate so that's the "key player" you focus so that you can force an outnumbered fight. It's not strategy.. it's how every single 4v4 deathmatch plays out just by matter of course. People naturally target the low healthbar so that's the person who will run out of lives first. What you're talking about may make sense in the group queue but tbh I've not seen any coordinated teams playing on that kind of level since the U44 update.
I have seen it a few times. Coordinated ulti bombing, debuffs and procs.
Unfortunately the other group is usually 4 new pvpers.
In solo queue not only should the lives be limited to one, but they should also increase rounds to 8 and shuffle teams in between (so everyone gets to rotate). This fixes matchmaking issues making the experience more balanced and rewards good solo performance better when points/rewards are distributed based on how many rounds were won.
No more lobby RNG.
For group queue I'd also limit the deaths to one per round - as mentioned, most people interested in GvGs aren't interested in 4v3'ing (or 3v4'ing) people for ages after the squishy in the group gets focused down.
Tommy_The_Gun wrote: »Good to know that there is even something like this. I was not even aware that I can end up in BGs with limited amount of respawns. Another reason to avoid BGs completely - even if that means losing daily endeavours or not getting a mythic lead etc.
xylena_lazarow wrote: »Without robust MMR, random 4v4 solo is unfeasible. One weak player in such a sweaty format, and the whole match is a trash fire. This format should be scrapped until we have the MMR system and queue population to support it. The 8v8 solo is a far better format for random play and works across skill levels, it should be the default top of the menu.
xylena_lazarow wrote: »Without robust MMR, random 4v4 solo is unfeasible. One weak player in such a sweaty format, and the whole match is a trash fire. This format should be scrapped until we have the MMR system and queue population to support it. The 8v8 solo is a far better format for random play and works across skill levels, it should be the default top of the menu.
ketsparrowhawk wrote: »xylena_lazarow wrote: »Without robust MMR, random 4v4 solo is unfeasible. One weak player in such a sweaty format, and the whole match is a trash fire. This format should be scrapped until we have the MMR system and queue population to support it. The 8v8 solo is a far better format for random play and works across skill levels, it should be the default top of the menu.
I agree wholeheartedly. However 4v4 Deathmatch in particular is exceptionally terrible due to the finite lives "feature".
ketsparrowhawk wrote: »xylena_lazarow wrote: »Without robust MMR, random 4v4 solo is unfeasible. One weak player in such a sweaty format, and the whole match is a trash fire. This format should be scrapped until we have the MMR system and queue population to support it. The 8v8 solo is a far better format for random play and works across skill levels, it should be the default top of the menu.
I agree wholeheartedly. However 4v4 Deathmatch in particular is exceptionally terrible due to the finite lives "feature".
Problem with infinite lives is the abuse it could allow by Toxic players. There's already a high frequency of toxic play styles in 4x4 (never leaving spawn, never getting on flags during domination/crazy king, afk'ing, not respawning and making both teams wait out the deathmatch timer), you would 100% have players joining that just run in, intentally die, respawn and run in to die again to tank a team's chances.
AngryNecro wrote: »I don't want the three-life mode to be removed. But I also want a DM mode with no restrictions.
ketsparrowhawk wrote: »If the team as a whole had finite lives that would be much better than the current situation. If the team as a whole suffers X number of deaths the round ends.. that would probably work fine