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View Full Version : Revives in 4v4 Elimination need nerfed.



Tharrisonne
02-11-2017, 01:24 AM
Revives in 4v4 Elimination need nerfed. Once your team is a man down, it's nigh impossible to get a comeback without COPIOUS amounts of revenge cheesing. The reason that unlimited full HP revives work in Dominion is that there are objectives. You heal on points, you respawn anyway, and you have to choose: Do you deny your enemies the respawn, or do you capture the objective? In Elimination, all four members of the team are able to just cheese it and rush the opposing team, rendering any hope of a homeback completely moot. Unless you get lucky with a revenge execute, four times, there's absolutely nothing you can do about the same person getting revived with a full health bar four times. There needs to be some limit. Revived people only have half health, you can only be revived once before you die permanently, or something of that sort. Please for the love of God, do something, anything at all to fix this ****show that Elimination will become.

TL;DR

Gray360UK
02-11-2017, 01:33 AM
Totally agree.
Especially in a mode where there are ways to heal, revived characters should come back to life at 25% max in my opinion.
Might make teams think twice before blindly rushing in to gank if half of them would die in one hit due to just being revived.

xLeapingLizardx
02-11-2017, 03:19 AM
There needs to be some limit. Revived people only have half health, you can only be revived once before you die permanently, or something of that sort.
^Good ideas imo.

Mathonn
02-11-2017, 03:28 AM
Execute your opponent and your problem is solved.

kelly1991gw
02-21-2017, 11:35 AM
Execute your opponent and your problem is solved.

As it stands now , executions only come off heavy attacks and such state makes balancing classes nearly impossible - some get executions from most of their base combos while classes that are all about light attack combos with slow easy to parry heavies are placed at a disadvantage.

Take the Nobushi as an example - the only guaranteed heavy he gets is from parrying a light attack while warden gets an easy execution thanks to his top heavy.