competition per se isnt a bad thing. if it means it gets potentially dangerous elites killed quicker and therefor less active threats on screen, iâm all for it.
in fact it motivates me to up my game if i see someone getting a good chunk of kills, triggers my dopamine and makes for a better run most of the time. the difference here is made by being at the top of your game without being reckless, and lets be honest, weâve all had runs go south because of it.
but taking the kick out of it would also take a good chunk of my fun for thereâs no better feeling than ogrynheimer cleansing a room of ragers with his grenade.
so far i had 70/30 in auric maelstrom, where the majority know what theyâre getting themselves into and absolutely deserve the killfeed. usually by watching replays you learn something from it to improve yourself.
the other 30⌠well if thats the price then so be it.
i was briefly thinking about giving the kill to the most damage done, but that would add to the already server sided confusion if the hitreg was going bonkers again.
yeah itâs a teamgame, but letâs be honest, everyone likes to be recognized for his performance once in a while and having a cheerful banter with your buddy whoâs taking out more heretics is one way to it.
and how am i misunderstanding if i express my dislike for an âparticipation trophyâ?
so the dude next to me should feel he contributed by just being there?
i meant the kill feed in the upper left corner, not my scoreboard at the end.
no reason to make people belief they performed better than they did, i think that forces real bad habits and playstyles in the long run
so you mean the little âwhooshâ sound you get when elites get killed? that would really confuse me about the servers hitreg when im not actively shooting said enemy
and here i thought my understanding of the english language was decent, you might consider someone reading your first post and not thinking about gameplay effects when wording it on kill triggers.
but yeah, misunderstanding then on my part.
with that out of the way, i dont think it would fit the current balancing, for there are reasons not every effect is in place all the time
This isnât a bad idea, but of course, this will make abilities that trigger on kill happen way more often which can be insanely powerful if every âon-killâ ability isnât nerfed or majorly reworked. Not against that happening, but I just doubt it will happen.
I thought about it and I donât think it should happen, or not that heavily in any case.
My reasoning is that the effect should still be usable in case youâre the last susrviving member of the expedition, AND you should feel how much better it is to stay with your group.
Itâs not about how you do it, itâs about not competing for the last hit because of how the talents work.
Playing mostly a support build I rarely get the kills, but I set up the other to make the kills and not be backstabbed while doing it. Yet all my triggers are on-kill.
There are also talents like Disrupt Destiny that can be nullified by an ally helping you out.
The only drawback can result in people tagging enemies with minimal damage, I can see some buff exploits occur if all you needed was a hit. This also brings up players not completing the kill leaving them for others to âfinish offâ.
Overall, I am currently happy with the current on-kill buff displayed by a red hit marker. Maybe some customization to hud so I can see whatever buff icon is being displayed but I digress.
As long as youâre in coherency kills are shared, you donât have to tag anything.
If you are not in coherency and you tagged the enemy, you donât trigger the on-kill effect.
I donât want the gameplay to change in the slightest, just add a reason to stay together and make coherency more significant.
I get that Your post is not about it, but my question was.
Youâre saying:
people wouldnât compete and will collaborate instead.
But not describing how. There must be change in behaviour or this point is hollow.
I hear you, but this I feel gaining essential âfree buffsâ for staying in coherency diminishes the already received benefits for being in coherency.
This would make comboâs or setting up weapon buffs feel un-earned and kind of pointless if you just get them anyway by being close to an ally. It can also throw off rhythm if someone else triggers your buff during a moment you did not intend.
I do think you are right in a sense maybe FS looking at coherency again⌠since new players may not know what that is. I even struggle to know the radius sometimes, since most builds have the option to increase coherency radius.
You want me to describe a tactical change, but that depends on each player.
Staying together and not having to forcibly take the last hit frees you from the run for the kill allowing you to take your eyes away from an easy but unimportant kill to help your companions in a more dire situation.
It can let you forgo damage in favour of utility.
it can make you use your skills not to secure a kill but to help your allies.
You obviously can already do that now, but you are punished by the on-kill triggers. You have to make a choice between securing kills or being more tactical.
If thereâs a thing Iâve always read here is how coherency is kinda meh.
The buff itâs not free, though, you are collaborating to achieve a goal, you are part of a group.
The game is literally based on teamwork, but only the guy who registers the last hit of a multi-hit kill get the chance to trigger a buff.