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Quitter debuff

Posted: Mon Oct 03, 2016 3:42 am
by zabis
If I'm out in oRvR and in combat, I can't take an sc pop when it comes. Should I really get the quitter debuff if I'm not able to take the pop?

Re: Quitter debuff

Posted: Mon Oct 03, 2016 5:49 am
by lokkhy
yes ...
the only solution i have found is quit and relog (for the bug for can't take the pop)

Re: Quitter debuff

Posted: Mon Oct 03, 2016 5:58 am
by Gerv
I understand where you are coming from but you have options.
1. Kill the person you are fighting and take the pop.
2. Die because you would rather take the scenario and who really cares about server death blows anyway
3. Fight for 1 min, then hit give me a minuet for the second minuet and try finish the fight, this can be hard because you then have to leave combat.

@lokkhy, if you are stuck in combat use the .u command in /say and you will leave combat through a little jump.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 6:03 am
by Jaycub
It's irresponsible to que for an SC then just not take for any reason. This game lacks a ready check, so you are condemning you team to a man disadvantage.

A lot of scenarios are also heavily reliant on the start with positioning and what ground you gain (nordenwatch/isha etc...) so getting in late can mean the difference between win/loss.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 6:48 am
by Koha
Quitter debuff is a good thing.
Till, I would have waited for PUG scen Q to start it.
Fighting a premade with no heals and no tanks is pointless and the quitter debuff is still shorter and less improductive than just /special at spawn for 7-10 min.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 1:43 pm
by bloodi
zabis wrote:If I'm out in oRvR and in combat, I can't take an sc pop when it comes. Should I really get the quitter debuff if I'm not able to take the pop?
Yes.

Also you get no debuff if you dont press anything at all and just leave the timer run out

Re: Quitter debuff

Posted: Mon Oct 03, 2016 2:27 pm
by georgehabadasher
Yeah, it's annoying when you get slapped with a quitter debuff that you couldn't avoid, but it's more annoying playing in scenarios while outnumbered by 3-6 people. It's not a perfect solution, but it's definitely the lesser of two evils.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 2:49 pm
by Gobtar
I think it is one thing to join a SC then bail, and it's another to leave a SC queue after the pop comes up. Maybe these two "offenses" should yield separate punishments?

Re: Quitter debuff

Posted: Mon Oct 03, 2016 2:52 pm
by bloodi
Gobtar wrote:I think it is one thing to join a SC then bail, and it's another to leave a SC queue after the pop comes up. Maybe these two "offenses" should yield separate punishments?
Both are equally bad.

I would love to see why you think one is worse than the other, if you dont take the queue your team starts with less people, this makes you lose as much as people leaving the sc after the first fight was lost.

Re: Quitter debuff

Posted: Mon Oct 03, 2016 3:08 pm
by Gobtar
bloodi wrote: Both are equally bad.

I would love to see why you think one is worse than the other, if you dont take the queue your team starts with less people, this makes you lose as much as people leaving the sc after the first fight was lost.
I would rather a player immediately drop a queue, so that another player may take it while in the "readying" stage, than let that player struggle for the next two minutes to get into the SC, where they either come in late, or they don't come in at all and you are back at square one.

Players who joined the SC and then immediately leave after seeing the scoreboard without giving it a try, or die once and then leave are worse (IMO) because they have made a commitment, they accepted and joined, but wont bother to give it a real go. That spot could have been filled quicker if they didn't accept the SC in the first place.