no sense i mean, if 6vs 1 and 1 tank get puntted tank will die from boss and enemy, or will tank boss and either self jimp the guard swap/ force healers into heal him vs other enemy that try to kill em or either reset it exit from the lair.Sejanus wrote:Its a good idea but you'd have to also fix it so people couldn't tag and run away. But also prevent it from being untagged from being reset if a tank gets punted and another group swoops in while there are still party members alive.Tesq wrote:
i suggest instead a system with give the drop and kill to ppl who first pulled it and can only give them to the enemy if none of your party member is present alive at the kill. This way enemy kill you and then kill the boss instead db steal directly over the boss.
1 thing is db steal
1 thing is fight for the lair bosses
you should encourage the gank of the ppl not the gank of the bosses.
NB: make a check before boss reset to actually attack also the other side if all the party member die.
if boss reset wounds it also reset enemy party for kill/loot; there is no problem, is totaly right that the first that try to kill it cannot get stealed the kill if 1 of his member is alive.
1-because they probably camped there more times
2-because under an inc they will have to handle both the boss and the attackers which favour the gankers totally and not the ganked.
basically wait 25% life go gank healers and you have no disadvantage. You should both have one that make the fight more fair since gankers have teh surprise element.
ganked need to fight both boss and enemy BUt have loot/kill reserved
gankers need to wipe first the enemy to be able to loot / get the kill but have the advantage of the gank vs a in fight enemy.