How about having a limited amount of shields per pvp

I can't really come to a conclusion on totally dropping the shield cool down idea because it has only been tested on themed pvps for now, but what if instead of cool downs we had a limited amount that we can use per pvp. For example 6 shields for each pvp the time on the shields won't matter so a player can mix it up or just simply hop when the player has time instead of just waiting for a cool down. What do you all think?

Comments

  • simonsez
    simonsez Posts: 4,663 Chairperson of the Boards
    Better than what's going on now, but still far worse than the way it was to begin with.
  • elvy75
    elvy75 Posts: 225 Tile Toppler
    I think we should have limited HP we can spend, for example 600 HP, that can be used for 2 24 hr shields, 4 8 hr shields, 8 3 hr shields, or any combination to total of 600 hp
  • Vhailorx
    Vhailorx Posts: 6,085 Chairperson of the Boards
    A maximum number of shield purchases would certainly limit the highest scores. That was the stated goal of this change.

    Think that this solution would be preferable to the shield cooldowns. so would have having a maximum number of HP that can be spent on shields in each event.

    Instead, they have settled on solution that will limit scores, but will also increase the price of several quite common play patterns (specifically shielding twice in the last 3 hours of an event. I really hate to be conspiratorial, but absolutely everything about this game is monetized, and I think that means it is fair for players to speculate about the monetary motivations of system changes.
  • The best solution would be for them to get rid of mmr and just match people up based on their current score. Then fix whatever is causing me to see the same 5 or 6 people when I skip even though there are a ton of people open above me according to the ranking board.

    The desired purpose of the shield cooldowns was to stop people "abusing" shields. I read this as those with 3k+ scores. My fix would cause them to spend too much time and iso skipping trying to find their teammates allowing them or the teammate who is open to get hit.