PvP Respawn in Dungeons

Discussion in 'General Gameplay Discussion' started by Willan, Jul 26, 2015.

  1. Dull4h4n Member

    15 seconds won't discourage anything. Mobs take 5+ minutes to kill, and they only take longer in the future. The idea that you can simply run back to a raid and shoot 1 arrow to reduce their healing by 30% only results in grief and not legitimate contestation.

    Anything less than taking the loser out of the picture for 5-10 minutes will end in the zerging.
  2. Thinwizzy Active Member

    I was thinking more along the lines of standard PvP. Maybe it could be adjusted depending on the size of the fight.
    Dull4h4n likes this.
  3. Pett Active Member

    Stacking rez sickness from # PvP deaths in a given time frame (granted by the revive button).

    However, GvG or RvR, the mechanic is already in place to prevent that ... Revive window doesn't pop until your group is out of PvP combat. If you're having this issue, then you're making the mistake of fighting at the entrance. Deal with it IMO.
  4. Dull4h4n Member

    Wha? How many dungeons/zones does it take more than 30 seconds to get anywhere from the entrance or respawn point? Certainly not many now, and definitely not any of the major dungeons with contested content. Venekor, Vox, especially the outdoor mobs that you spawn 100 meters from when you die Kra'thok, Vaz'gok, etc. This was obviously designed with only PvE in mind.
  5. Dull4h4n Member

  6. Pett Active Member

    If they're getting to you within 30 seconds of reviving, then... like I said ... implement stacking revive sickness. That can cause people to wait that 1-2 minutes which is more than enough to kill any contested at this point. And if you're allowing that group or raid to come back, even revive.... then you're doing it wrong.

    BTW, revive points are spread out in Desert of Flames and Kingdom of Sky. Just word to the wise, but what do we know as the "minority"...
  7. Dull4h4n Member

    Thats a non solution and a troll answer. Even if you have several groups out of raid, stopping an opposing raid from rushing from zone in with rez effects and engaging even 1 person in the raid to cause PvP healing reduction is impossible. Unless you are suggesting that every guild zerg it up with numerous x4s (1 to kill content, 1+ x4 to defend), that isn't viable or realistic.
  8. Thinwizzy Active Member

    What if when you die in PvP combat, you are unable to revive at the 1 or 2 closest revive points?
  9. Pett Active Member

    Troll answer? How about you educate yourself, first.

    You make someone spawn outside a dungeon. Congratulations, you've only added 10 seconds of zoning and granted them immunity to run straight to you (which they will do, regardless). If being stuck in combat with heal reduction is your only concern, then you're getting off easy for being contested.

    Numerous x4s are not viable, but more than the raiding x4 is realistic. It's contested, there's going to be PvP on a PvP server. In later expansions, especially if they scale mobs as the devs mentioned, your raid fights are going to be much longer than the 1-2 minutes now. That's going to be plenty of time to nullify any revive zerg protection to come from this thread. At least if you stack revive sickness, their stats will be greatly reduced for the duration, being easily taken down.
  10. Dull4h4n Member


    How about you read the thread first, for I didn't suggest someone simply "spawn outside a dungeon." I suggested they be moved to to their city bind upon PvP death when in proximity to a raid target or in a raid zone. When a contested raid mob is not up, they should still at least be moved to the nearest dock. This would add a few minutes at a minimum. If that isn't enough, they could simply move players out of zone and put a ~5 minute zone lockout on them.

    I don't care how this worked in the past, its bad now and currently set up to reward players looking to zerg/grief and not players who are actually winning PvP engagements.
  11. Pett Active Member

    Keep in mind, that will also be applied to the raiding force because they will receive PvP deaths when wiped. If no rezzer is outside, then you only have one attempt.
  12. Aeteus New Member

    Rez sickness stack and death rez time stacking is the answer. Not that WoW did many things right, but back in Vanilla (can't speak for live), the more times you died in a short amount of time, the more time you had to wait till you could revive. Sometimes could be like 1:30 min if you kept foolishly running in and dying.

    This would prevent people who are winning to be stuck in combat and slowly losing power to eventually die, cause people just keep rez rushing a smaller group.
  13. Willan Member

    I am so sick of being bind rushed by 1/4th our numbers and wiping to the PvP when on a mob. Can the devs please make some kind of concession for respawning in PvP.

    Raid PvP should matter when you lose. Send people back to bind or docks so there is meaning to chasing down the opposing raid otherwise they will just sit at the zone, hopping back and forth until you engage.
  14. Koltik Active Member

    Daybreak, if you've been watching PvP at all over the past two days then you can see why this is an issue. It actually extends beyond dungeon-spawn points, up to any spawns that are within 30 seconds of a raid mob being a problem. There was a fight for 8 hours the other night over Kra'thuk, simply because of the respawn being so close. You'd wipe an x4 raid, but still could not engage because they'd juust spawn and rush back.

    An alternative is to add a respawn timer after dying in raid vs raid that extends beyond when the last raid member is dead / out of combat.

    Also, please fix the horrible lag that happens after someone dies in raid vs raid pvp. Everyone locks out for 4-5 seconds after each kill.
  15. Willan Member

    So after 7 hours of meaningless PvP over Kra'thuk our raid was forced to log for work the next day. Even when one of our sides was wiped out in the raid PvP it didn't matter since we could just spawn 30 seconds from the raid mob and wipe any raid even with rez effects.

    Right now we are setting up for another marathon round where one side camps out with a sour taste in their mouth because they have things to accomplish outside of the game the following day.

    For the love of god can we get some meaningful death penalties at 50 so we don't just have these zerg rez fights that only end when one side logs out?
  16. Vymm New Member

    This .....

    Signed.

    Stalemate isn't fun. Give us an option to not hump zones.

    Vymm
  17. Stellamonsterrr New Member

    I agree bind rushing is really awful and needs to be addressed, I think if you die in pvp while in a raid you should be sent back to your bind point unless revived by a healer.
  18. Rallyd New Member

    I also agree that bind rushing is completely ruining the TLE server right now, we should be able to have a raid vs raid fight to decide the mob

    Spawn at nearest dock, or bind. Please fix this before every1 quits.
  19. Aipom New Member

    Bind rushing has to be changed. This need to fixed
  20. Dreadtoker New Member

    Pointless bind rushing from zone lines ruins a pvp server period, with this in game theres no point in fighting over contested. Fix this if you want a real pvp server. Respawns should not be in the same zone, complete crap.