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PVP
Jan 25, 2009 17:55:21 GMT -5
Post by doomhathcometh on Jan 25, 2009 17:55:21 GMT -5
Siege pvp is woefully lacking. Most of the time, specific heroes (mountain king, any rogues, blade master, or demon hunter) dominate nearly everyone else. The majority of Siege is played out with little or no direct interaction between the players on both teams. While not necessarily bad, there are many ways this could change. The rune system, as well as the last upgrade, was a good idea, as it forced some pvp. There is, however, still much that can be done. With that said:
Duels:
At a new vendor (named the duel master, or something) you may select that you want to duel. The other team will receive an announcement that a player has requested a duel, but they won't know whom. If the duel is accepted, and the acceptor is within (3?) levels or the challenger, they are teleported at full health and mana, with normal cooldowns, to a point somewhere off the map. There are wards, so no invis, and no blinking. The winning player receives the normal kill bonus. However, the winning team receives a moral bonus (+5% damage/armor) to all creeps for (1 minute?)
The winner is then teleport to their previous spot with their old hit points.
To make duels more reasonable, the player with lower level should receive some buff based on level difference.
-Doom
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amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
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PVP
Jan 25, 2009 23:34:16 GMT -5
Post by amdeadnow on Jan 25, 2009 23:34:16 GMT -5
well maybe in the verison after he submits it to blizz
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PVP
Jan 26, 2009 9:10:12 GMT -5
Post by doomhathcometh on Jan 26, 2009 9:10:12 GMT -5
When is he submitting it to blizzard?
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PVP
Jan 26, 2009 9:15:01 GMT -5
Post by light on Jan 26, 2009 9:15:01 GMT -5
Siege is far too big for any direct conflict.
That's what the bases are for.
Also to note, there are only two lanes.
Meaning: More conflict if you want it.
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PVP
Jan 26, 2009 10:03:57 GMT -5
Post by Mike Gale on Jan 26, 2009 10:03:57 GMT -5
We've had some ideas for the arenas before, which this one is the best idea for one yet. Unfortunately, I feel with the way Siege plays the arenas would merely tear the players from the organic feeling of the map, and make combat happen even less on the battlefield where it can already be scarce when either team has slower players.
If there really is a problem with the way SIEGE does its PVP we should address it at its core instead of making mini-games to try and supplement it.
Other than that I did like your idea, I just feel it wouldn't encompass SIEGE! well and more should be done to focus attention on the main battlefield.
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PVP
Jan 26, 2009 12:06:26 GMT -5
Post by doomhathcometh on Jan 26, 2009 12:06:26 GMT -5
If you want more conflict on the main battlefield, there are a few things you can do:
add a hearthstone like item with lower cooldown and limited range. So you could tp to defend spawn spots if you're nearby.
add more benefits for killing players or require player kills for more quests. Maybe you need 'blood of enemy' to upgrade to T5 AND T6?
Lower spawn rate by a few seconds. Its really hard to push lanes where the enemy controls two or three times more spawns than you.
Increase the benefits of controlling highwayman, centaur, lich, and NE priestess (Either GP/sec or increasing spawn quality). That way, it becomes a bigger motivation to actually push instead of taking over kobold, ogre, merlock, and furbolg.
Some kind of 'ground control' measurement, which gives a moral bonus to players on that team. You get it for controlling that spots on the road? This idea needs work.
-Doom
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PVP
Jan 26, 2009 18:23:17 GMT -5
Post by doomhathcometh on Jan 26, 2009 18:23:17 GMT -5
Ok. I had a great idea.
I WoW, in one of the battlegrounds, whenever you kill an enemy player, they drop some blood. You can give this to a vendor in your base. When you get enough, it spawns a big lane pusher.
Siege: blood master:
Whenever an enemy hero dies, it drops a vial of blood item. If you bring it back to the vendor it gives it +1 mana. Enemies destroy the item when they pick it up. Vials are destroyed on death
Things you can do with mana:
Buffs to your entire team: + 10% damage (2 mana) +10% armor (1 mana) +25% move speed(1 mana)
Lane pushers: Normal hero dude(2 mana) Vlad the bloodmonger/Charles the divine (5 mana)
Vlad and charles would be worth about 2/3 the normal siege golem. Less hp, more damage, actives.
impressions.
-Doom
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PVP
Jan 26, 2009 22:50:47 GMT -5
Post by light on Jan 26, 2009 22:50:47 GMT -5
Spawns should be stronger and capable of pushing down lanes more easily if left alone.
That fact should be enough to force anyone with a brain to stay in the lane occasionally.
Yea, but that would require buffs to the heros so they don't get instantly killed by the spawns.
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PVP
Jan 27, 2009 13:17:08 GMT -5
Post by doomhathcometh on Jan 27, 2009 13:17:08 GMT -5
Meh, spawn weakness is not the problem. The problem is that it's worth more to kill the two spawners that aren't on the path than it is to push. That most heroes are not good pushers also doesn't help.
-Doom
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PVP
Jan 27, 2009 21:11:58 GMT -5
Post by doomhathcometh on Jan 27, 2009 21:11:58 GMT -5
This is somewhat of a shameless bump but:
Seriously. What did you guys think of the blood master idea?
-doom
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amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
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PVP
Jan 27, 2009 23:49:42 GMT -5
Post by amdeadnow on Jan 27, 2009 23:49:42 GMT -5
um its worse idea to buff whole team, that kills the purpose of the Akama rune's effect
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PVP
Jan 28, 2009 0:19:18 GMT -5
Post by light on Jan 28, 2009 0:19:18 GMT -5
I meant Spawners on lanes should actually BE A THREAT IF YOU LEAVE THEM ALONE.
That would actually force players to move to defend them, meaning more PvP oppotunities.
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PVP
Jan 28, 2009 9:15:40 GMT -5
Post by doomhathcometh on Jan 28, 2009 9:15:40 GMT -5
It doesn't remotely ruin akama's rune's effect. These are separate, stacking buffs, that make both ur lanes push harder, making the enemy go to defend. It lets you do other things, so it adds a huge motivation to go kill other players.
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amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
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PVP
Jan 28, 2009 14:00:03 GMT -5
Post by amdeadnow on Jan 28, 2009 14:00:03 GMT -5
should be non stacking buffs
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PVP
Jan 28, 2009 15:24:52 GMT -5
Post by doomhathcometh on Jan 28, 2009 15:24:52 GMT -5
excusing that that makes no sense with Akama's rune... do you mean it doesn't stack with itself? Or what? I'm really not sure. The concept is PVP will boost your entire team, and creeps. This is the output side of that.
-Doom
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