lukewin wrote: -This change will not help 2* - 3* transitioners, and I don't think it is meant to.
Sontar wrote: 1) Make skipping break shields. Shields are intended for stepping away from the game. Browsing through targets especially with out-of-game communication provides too much of an advantage.
4) Whenever you break your shield you can not reshield for 15min.
Sontar wrote: There are only two possibilities, either you want to play at a specific time or you don't. If you interact with a PvP you should be eligible to everything that goes with it including being attacked and loosing points. If you want to spent time away from the game shields should fully protect you until you decided to play again at which point you loose the protection and have to fend for yourself.You are not supposed to get any advantage out of a shield other than not being attacked for a specific period of time. All that your post does is defend the status quo of shield hopping. Shields are not supposed to be a means to score higher instead it should be a defensive measure used when you are not playing the game. Yes PvP is broken and yes shield hopping is a player solution to this broken game mode but that does not mean it should be defended. D3 clearly intends to "fixing" shieldhopping though the cooldown solution is quite arbitrary and only shift the problem around.
lukewin wrote: -Stop putting multiple versions of ourselves in other's queues. There is no reason I should be hit by 4 or 5 people at the same time every time I'm in a match.
kovnein wrote: lukewin wrote: -Stop putting multiple versions of ourselves in other's queues. There is no reason I should be hit by 4 or 5 people at the same time every time I'm in a match. Just wanted to address this one. I'm sure someone probably already pointed this out in the original thread but I didn't see it. I don't see how having only one targetable version of yourself would work. Everyone has 3 nodes of targets, therefore there are 3x as many targets in nodes as there is targetable population. Shielding removes you from being targeted but doesn't prevent you from finding new targets. Simply put unless you only give a single node to target and stop shielded people targeting it would be logistically impossible. If a limit could be set but would need to be >3 versions possibly up to 5-6 depending on the shielded population.
Sontar wrote: reckless442 wrote: Of course shields are supposed to be a means to score higher. They were designed so that players could avoid losing hundreds of points when they reached a threshold where they became attractive targets for other players. They were designed so that players did not waste hours climbing in the game only to lose those points in a few minutes. You must have never played the game before shields or are not someone who scores high enough for shields to be a factor. I hop because, once I reach a certain level, I can only do a maximum of two matches before I get hammered by players with scores far lower than mine. So, for example, while I might be able to line up two 40-pt matches for a break when I'm at 900, once those matches are done (and sometimes during that second match), I'm getting hit for 40+ point losses. So for every subsequent match after the two I did initially, most of which would take skipping just to get 25 points, I will be suffering net losses. And the longer I am unshielded, the more people will have time to queue and defeat me. So while maybe one or two people might hit me in the second or third match, if I'm forced to be unshielded for a fourth match, the number of attacks goes up. I posted a screencap in the other thread of some attacks that bounced off my shield. There were four visible losses by my defense team and more attacks that the screen did not show. But the ones that were shown were all 45+, so they reflect at least 180 points I would have lost without shields. How many matches at high level would I have to fight to make up for that loss? At least 5, possibly more. Why would I or anyone else perform the sisyphean task of climbing in that case? To answer your last question first, you would/should not. Though outside the ivory tower that is shield hopping the zombie horde (me included) have to do deal with this every single PvP. I did not play the game before shields where introduced though I did play when loosing in PvP was nearly impossible (3 chances to beat the enemy team which retained its damage, jungle/desert environment tiles, lower level difference between tiers). Shield hopping was/is an awful invention. Those who used it stopped complaining because it made the game mode appear to be fixed (for them) and necessary development to fix the zombie problem ceased. PvP would probably have been fixed probably months ago if there was a backlash similar to the shield cooldown thread. And just because you do not want or can not participate in shield hopping does not mean that you are casual or not smart enough it means you simply do not engage in P2W so I suggest we keep arguments from authority like "I am probably not capable to do A" or "was not around for B" out of the discussion.
reckless442 wrote: Of course shields are supposed to be a means to score higher. They were designed so that players could avoid losing hundreds of points when they reached a threshold where they became attractive targets for other players. They were designed so that players did not waste hours climbing in the game only to lose those points in a few minutes. You must have never played the game before shields or are not someone who scores high enough for shields to be a factor. I hop because, once I reach a certain level, I can only do a maximum of two matches before I get hammered by players with scores far lower than mine. So, for example, while I might be able to line up two 40-pt matches for a break when I'm at 900, once those matches are done (and sometimes during that second match), I'm getting hit for 40+ point losses. So for every subsequent match after the two I did initially, most of which would take skipping just to get 25 points, I will be suffering net losses. And the longer I am unshielded, the more people will have time to queue and defeat me. So while maybe one or two people might hit me in the second or third match, if I'm forced to be unshielded for a fourth match, the number of attacks goes up. I posted a screencap in the other thread of some attacks that bounced off my shield. There were four visible losses by my defense team and more attacks that the screen did not show. But the ones that were shown were all 45+, so they reflect at least 180 points I would have lost without shields. How many matches at high level would I have to fight to make up for that loss? At least 5, possibly more. Why would I or anyone else perform the sisyphean task of climbing in that case?