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Respawn time

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Poll: Is 5 sec Respawn time ok?

Poll ended at Fri Mar 04, 2016 1:48 pm

Yes
23
35%
No
42
65%
Total votes: 65

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Razid1987
Posts: 1295

Re: Respawn time

Post#21 » Fri Feb 26, 2016 10:32 pm

Haven't voted yet. Honestly don't even view this as a problem, so I'm not even gonna vote.

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Valfaros
Posts: 260

Re: Respawn time

Post#22 » Fri Feb 26, 2016 11:08 pm

Well I'm okay with 5s,10s,15s or 20s. I don't really care but please, please don't change it to a random 0-30 seconds respawn timer because I remember that I had to wait 25s and more all the time while my grp mates who died seconds before me got 1s.

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noisestorm
Posts: 1727

Re: Respawn time

Post#23 » Fri Feb 26, 2016 11:10 pm

Valfaros wrote:because I remember that I had to wait 25s and more all the time while my grp mates who died seconds before me got 1s.
This is exactly what i said about the intervalls being at X:00 and X:30 of the SC timer. You can actually see yourself when you gonna respawn with that method

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Razielhell
Former Staff
Posts: 1228
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Re: Respawn time

Post#24 » Sat Feb 27, 2016 7:43 am

noisestorm wrote:
Razielhell wrote:40% Yes
60% No
Number of votes is relatively small though. For open it doesnt really matter if its just 5 seconds, but for SC it definitely should be increased and like said before better in respawn waves.
Yeah...Hopefully we will see an increase to change this 5s respawn in scenarios at least.
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nodsavage
Posts: 37

Re: Respawn time

Post#25 » Sat Feb 27, 2016 10:24 am

Give me one good reason because at the moment I am not convinced of the usefulness . why not 15 min ? you die once. sc is over for you . but seriously, I have not seen in the comments a good reason to change the timer what is the interest ?

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noisestorm
Posts: 1727

Re: Respawn time

Post#26 » Sat Feb 27, 2016 1:51 pm

nodsavage wrote:Give me one good reason because at the moment I am not convinced of the usefulness . why not 15 min ? you die once. sc is over for you . but seriously, I have not seen in the comments a good reason to change the timer what is the interest ?
The problems right now:
*A fast push/wipe of the enemy team to their warcamp can backfire way too much due to the lack of possible retreat time and endless respawn of the enemy.
*The respawn timer lets a lot of Healers in the believe that ress is either useless or a waste of time (which it basically is due to ->)
*Respawning gives no Sickness, while ressing does. That even encourages people to just not ress and rather respawn.
*As mentioned before: having no intervall is counter productive for Pugs, who just tickle back into the fight one by one.
(yes that is a l2p issue, but it still would be easily avoidable)
*Having no respawn timer can mitigate a strategic advantage on many maps. For this example i take GoE , where you often cannot get a Flag advantage out of wiping the enemy, because they either are back at their homeflag fast enough to block it, or just run to the other end and recap it there. (full wipe of enemies should give a lot more advantage)

Satisfied with that? Maybe you could just think about something yourself as well. Because 5 seconds IS bad and too short.

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RyanMakara
Posts: 1563

Re: Respawn time

Post#27 » Sat Feb 27, 2016 2:24 pm

Rezzing in scenarios is somewhat discouraged, because firstly it takes 3 seconds of casting that could've been spent ensuring somebody else wouldn't die, and the rez sickness halves your combat effectiveness, so you really don't want to get rezzed just to simply die again or to be ineffective in the fight. Releasing is usually better than waiting for a rez, at least in scenarios. There's also an irony in the fact that rezzes happen more frequently in scenarios (where they are usually wasted due to the small scale of a scenario) while in oRvR, where travel timers are longer, you sometimes have to BEG in a public channel to get back up.

Also don't get me started on healers who rez you near spawn, that's just infuriating. :D
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PresTzeentch
Posts: 3

Re: Respawn time

Post#28 » Sat Feb 27, 2016 5:27 pm

5 Seconds is not enough. I don't think it should be like, freaking 20, that'd be very boring. Remember, you're fighting players same as you, not NPCs. But 5 makes death feel almost better in some cases just to get around faster, and it makes resurrect spells 100% pointless. 10-15 seconds or so (12 feels best, nice balance between short n long) would be good in my opinion. Give time for resurrects, put people out of the fight for a bit otherwise, make you feel like you actually died, but also allow for resurrects.

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Razielhell
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Re: Respawn time

Post#29 » Sat Feb 27, 2016 5:29 pm

Totally agree sir :)
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Razielhell
Former Staff
Posts: 1228
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Re: Respawn time

Post#30 » Sun Feb 28, 2016 9:30 am

35% Its ok.
65% Its not.
Need more votes.Come on guys.
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