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Old Jun 02, 2011, 05:34 AM // 05:34   #41
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Originally Posted by X Dr Pepper X View Post
This mechanic is dumb.

Why reward a team for being less talented?
You're not thinking about this properly. Teams that are willing to tactically take on some risk (DP) are going to be rewarded with extra damage.

As far as spikes go, this creates an odd dynamic. Against pressure, sure, you may want to die to ensure that your spikes go through even if interrupted. Against another spike, dying buffs your damage but also makes you highly vulnerable to the opponent's spike.

Seems to me that what this flux will really do is promote heavy disruption. In an environment where four Obs Flames can make you dead, you have to bring a ton of interrupts or you risk getting gimmicked.
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Old Jun 02, 2011, 08:25 AM // 08:25   #42
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A guaranteed loss at 28 hasn't stopped turtling yet. This just gives teams that are going to lose a false hope of keeping going while making it harder for the team that is going to win to reach the win state without waiting 28 minutes.

It still doesn't change the fact that this flux rewards bad play. If a team does make a comeback and pushes out, do they cap the flag? A morale boost (good play) is rewarded by a loss of 7.5% damage across the team. Aside from that comebacks are good when they aren't forced. If the game mechanics artificially force comebacks, it is extremely unsatisfactory. There are already many amazing comebacks on obs without having something try to artificially create them.

Also are all of the fluxes going to be silly mechanics that just give +%dmg? I thought Anet realized such mechanics were bad when they got rid of the VoD buffs.
If people are gonna stall without a chance of winning they do not need this flux in order to do so. Tbh, false hope doesn't exist. The beauty of gvg is there are so many ways to turn a game around before it's end. Resigning out before your lord's certain dead is just silly.

After you push them out ofcourse you go for the boost, you can't walk into the enemy base with DP on your entire team. Expect to get wiped yourself then. I mean does flux does increase the likelyhood of a comeback, but only if your opposing team is careless (bad play). Imo it's far to easy to walk into the enemy base and stay there after you wipe a team. This makes for very boring matches. With this damage boost I don't see how a team could stay in the enemy base for extended periods of time. Either make something happen or get out.

(note; recovering 10% death penalty only decreased your damage output by 5%, but considering in this case you wiped a team; 8x2% = +16% morale that's irrelevant)

Last edited by Artisan Archer; Jun 02, 2011 at 08:53 AM // 08:53..
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Old Jun 02, 2011, 08:46 AM // 08:46   #43
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I really dont see this buff as particularly helping a team that has full wiped. They still have 15DP versus an opponents +10% morale and perma boosts, even if the losing team scores a few kills, they remove their own DP, and lose their bonus damage whilst the other team is still perma boosting regardless.

I see this flux being far more of a game changing event in closely contested 8v8 matches, where having a few players here and there doing small amounts of extra damage could certainly push through extra kills.

Also someone made an extremely valid point about warriors now auto attacking for over 60. That hadnt occurred to me actually, but quite an interesting prospect nonetheless.
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Old Jun 02, 2011, 10:42 AM // 10:42   #44
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I really dont see this buff as particularly helping a team that has full wiped.
Exactly. It doesn't help them. It just lets the them drag the match out longer.

I mean I think 'curbstomping' matches are bad for the game and bringing in new blood, but artificially reducing this is not the answer.
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Old Jun 02, 2011, 01:14 PM // 13:14   #45
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this flux thing is brilliant
rewarding bad players for playing badly
dunno why this wasn't put into the game years ago

Last edited by ErrantVenture; Jun 02, 2011 at 01:16 PM // 13:16..
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Old Jun 03, 2011, 04:17 AM // 04:17   #46
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I don't like this flux. Something about getting stronger as you die is just ... wrong. At the very least, I'd make it so that having morale boosts doesn't decrease your damage output.
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Old Jun 03, 2011, 09:13 AM // 09:13   #47
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At the very least, I'd make it so that having morale boosts doesn't decrease your damage output.
It doesn't.....
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Old Jun 03, 2011, 11:50 AM // 11:50   #48
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It doesn't.....
It does if you've already died.
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Old Jun 04, 2011, 08:07 PM // 20:07   #49
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Anet is extremely counter-intuitive on their plan to make GvG's more shorter and faster.

Yeah let's take out VoD, which made matches end roughly at 19 min mark, and put in tie breaker to make most matches (unless it's a steam roll) to 28.

Yes let's prolong matches by making teams, who team wipe by making bad decisions, do more damage.
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Old Jun 05, 2011, 02:03 PM // 14:03   #50
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So, don't Dp anything that deals damage. And/or just play for lord damage? Well thought out!

Also I could be wrong as I have not played for a year now.
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Old Jun 05, 2011, 05:24 PM // 17:24   #51
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So, don't Dp anything that deals damage. And/or just play for lord damage? Well thought out!
Why hinder the better team and make them concentrate on NOT killing the other players, rather than just wiping them and going for the Lord? Seems dumb to me.

Also, even if you get 30% DP on the monks or mesmers or other "non-damage-dealers", they still get a buffed wand spike. If 2 monks concentrate wand fire on a single target with a 15% damage buff, they can still deal upwards of 80 DPS. Even though that doesn't seem like much, it's still more pressure for the monks on the winning team to handle, along with the original pressure of the melee and damage-dealing casters, and any DP you racked up on them.

I'd rather see VoD back rather than these stupid fluxes. Let's encumber the better team in every match! Great Plan!

Like a previous poster said, it doesn't help a worse team win, it just allows the worse team to drag out a match for longer.
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Old Jun 05, 2011, 05:39 PM // 17:39   #52
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If 2 monks concentrate wand fire on a single target with a 15% damage buff, they can still deal upwards of 80 DPS.
No they can't.
Wand attack interval is 1.75s. Even if you assume the peak damage with every hit and add in the damage bonus from the Flux, you're not going to hit 40 DPS for one Monk.
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Old Jun 05, 2011, 07:50 PM // 19:50   #53
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Fluxes should never favor a losing team like this death penalty flux. Whats next?

July Flux "How did that happen?" You win if your guild lord dies.
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Old Jun 05, 2011, 11:34 PM // 23:34   #54
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Dragon's Lair has some pretty awesome global effects that will really enhance gameplay and just make the game much more fun to play! I'm waiting for the "Domain of Strength" flux personally!
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Old Jun 06, 2011, 05:20 AM // 05:20   #55
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Originally Posted by melissa b View Post
Fluxes should never favor a losing team like this death penalty flux. Whats next?

July Flux "How did that happen?" You win if your guild lord dies.
I literally lol'd. I hope and pray someone at Anet sees this.
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Old Jun 06, 2011, 07:15 AM // 07:15   #56
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Originally Posted by Reverend Dr View Post
Dragon's Lair has some pretty awesome global effects that will really enhance gameplay and just make the game much more fun to play! I'm waiting for the "Domain of Strength" flux personally!
You would enjoy two teams spiking each other while sitting in a Ward of Stability?

I mean, it would be a completely different metagame, yes, but pretty boring after 3 days.
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Old Jun 06, 2011, 10:38 AM // 10:38   #57
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A global Death Nova was actually an originally proposed Flux. Not sure if it's still in the works.
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Old Jun 06, 2011, 12:20 PM // 12:20   #58
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A global Death Nova was actually an originally proposed Flux. Not sure if it's still in the works.
If I could play an EoE bomb in HA with high sucess chance for an intire month, I would. I hope they put it in, while not balanced, it definatly looks like fun.
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Old Jun 06, 2011, 03:34 PM // 15:34   #59
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A global Death Nova was actually an originally proposed Flux. Not sure if it's still in the works.
It sounds interesting but I'd hate it for a pure selfish reason. It would severely hurt my effectiveness as a conjure warrior in RA because I'd constantly have to worry about canceling frenzy before blowing people up and killing myself. It would ruin my fun and probably force me to run boring hammer warriors.
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