Been playing a lot of World vs World in Guild Wars 2. Over the years GW2 introduced a lot of new aspects to builds and balancing around them, which contributed to a sort of powercreep especially in large scale fights. Seem like you have no real time to react before you are downed in a second.
Some classes' damage spikes are like this.
And in a Trinityless system like in GW2, this seem to be more of a contributing factor to their very short Time to Kill rate.
But whats a good avg Time to Kill rate for a large scale PvP battle?
To me, large spikes in damage should still happen, but it shouldnt be something that is frequent as in every other second like it is in GW2.
Lot of people in that community are against reducing the damage in WvW. But I am in support of such a move so more combat actions can take place before players are eliminated. These extra actions can be battle changing, leading to more in combat strategy and more epic battles.
Philosophy of MMO Game Design
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Either way, i wouldnt make a drastic change. Id just scale down slightly in PvP by small increments.
You can see my sci-fi/WW2 book recommendations.
In that case you want each participant to feel they have been there long enough to have made a significant contribution. Be it fend of a keep gate attack or whatever, as long as you don't melt too quickly that's doable. Conversely if it takes an evening to take one keep because it is so hard to kill the opposition even when they have less numbers, you need to rethink things.
You can push, rez, retreat, get wiped... at key bottlenecks (e.g. keep doors) things slow down.
It doesn't take crazy long to get back to the action if you need to respawn at camp (GW2 seemed liked a lot of travel).
The city sieges, which are 24 vs 24 are usually quick TTK unless you find your doppelganger warband on the other side.
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
I guess TTK in this game during battles depends on the circumstances. By TTK, i take it to mean how long does it take an attacker to score the first kill.
In Regnum it really depends on the encounter combination and circumstances. A high damage barbarian can score the first kill within seconds of the encounter starting, but only if the enemy makes mistakes or is out of position. In general, any character class has to hunt hard for their kills. So TTK can be minutes or even up to half an hour, if you are defending against a well coordinated enemy (ie: you are dying lots).
If you define TTK as the time taken to the first death in any encounter. Then i think it is generally up to 2 minutes or less (it is possible for no one to die in a running battle). Regnum is a very intense pvp fight. Every move counts and you really feel it. You can basically go back over in your head what you did and how to improve your reaction next time.
I did try WAR. I'm not a fan. It doesn't have the same depth as Regnum and WAR has gender-locked classes. The battlefield is not as diverse in WAR, compared to Regnum.
Philosophy of MMO Game Design
I think of TTK as 1v1 thing and there it should be long enough to make you feel like your choices mattered but not so long as to be a boring stalemate.
But I'm also with @remsleep in this: we all like to one shot others but hate it when it happens to us.
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