I would better like to see the normal, pvp map, with no monsters, no baron, no resources collecting shit ideas, pure pvp… and then I would never ever come back to original OPR map, trust me AGS on this! @Centeotl
it’d actually be very interesting if baron’s ice field thing just ate up all projectiles like maelstorms. The whole pit would be a 0 projectiles zone. Which could be cool
Only say to add a cap zone such as point to make people fight. At to many occasion I got good fight at baron and after winning it get snipe by musket/bow accros the map since they hit more harder overall
The baron mechanic is ok such the ice field only make a cap progress to force people to come into the zone to cap // make the same mechanic as point such as more people into the zone it cap faster etc…
There’s no need for complicating things… instead of using the “final blow” to determine who get’s the reward… simply calculate which team inflicted most damage to the boss. And ofc whoever it is gets the reward.
Stealing should stay part of the game, just as suggested, baron should be invincible to the damage outside of the area where he is located. Area is a decent size, you can get in with ranged weapons and still have room to do damage or kite…
I agree with this.
Hitting the final blow is and has always been a very poor mechanic for bosses. This is no different. It should be calculated like other mobs with % contribution in my opinion.
Stealing promotes lack of teamplay and strategy in general… which is NOT in the spirit of this game mode.
If the cap is damage percent based, then a team has to make an effort if they want this reward. Unlike stealing, where you can “send 1 man with a musket” and hope for the best… and 3/4 cases you will get the cap.
The thing is, world bosses work as we expect, if you don’t deal/contribute to the damage, you get no loot, no matter if you land the final hit.
I don’t understand why Baron works differently and whoever lands the last hit reaps the reward.
Because whole OPR mode was designed based on the MOBA (dota,hon, lol)… There you have 3 lanes to win and a jungle with pve mobs, here you have 3 forts to cap and mines to farm pve mobs. There is also a boss that gives temporary buffs to the team that killed it, you have baron here, basically the same thing. Kill stealing the big boss can sometimes turn the game around, and thats the fun of it. Only thing that is unfair here is damaging the boss outside of the area, because here muskets/bows/and fs have great advantage if they shoot outside of the area. Thats the only thing that should be changed. Otherwise it will be really stupid…
All the option you guy saying are good. Overall I just dont want to be steel randomly anymore
To add another piece, they recently changed the points in each of the forts in OPR as to avoid outside sniping so that you can only do damage while inside the fort. This is a similar complaint, but for the baroness.
TLDR: either change boss mechanic to whomever deals most damage wins or, at the very least, change it to block projectiles through the doorways.
@Centeotl - please take these suggestions back to the Dev team. Please please please.
Wait, really? I haven’t played OPR in a few days, are you sure this is working like this?
Can you elaborate? I take damage everywhere and that’s fine, so not sure what you mean.
The problem with adding a similar fix like they did with forts is that the barrier would prevent people from attacking others who are in the Baroness pit.
Ranged players would then be forced to enter the pit just to be effective in Baroness challenges, but their effectiveness is at range, not close quarters.
Personally I like the last hit mechanic because it gives losing teams a fighting chance if they can steal it. The only problem is the Sniping, but even that can be solved with strategy.
Ultimately, if they could make it so that the Baroness hitbox recognises and ignores projectiles that are fired from outside the den, that would be the perfect solution. I honestly don’t know how easy it would be to code though.
There is no problem with stealing in general. We all agree that the issue is when a sniper can just perch on a rock, wait a bit then steal the kill without any real effort.
If they remove the ability to steal they remove one of the biggest ways for a losing team to make a comeback. You would be better off just leaving the match once you notice that your team is getting stomped early on.
The only way this would work is if the ice field applies a buff that gives you the ability to damage the Baroness. This way ranged will not be completely negated., but would have to be in the den to do damage to the boss.
Players would also still be able to damage others from outside the den to apply pressure. Snipe stealing will be fixed.
How about when baron dies a pylon spawns and you have to channel it for say 5 seconds to lock enemy score.
lol this is the kind of out-of-the-box suggestion I love. Maybe they should do this, but I fear people would just wait for you to kill it then run in and disrupt your channel. Would be interesting to see how people approach it.
Last hit baroness mechanic is super nice and allows for clutch moments where 1 player can dive through the enemies and do that last hit and win the match.
It’s fun and intriguing, it makes players to go there and try to snipe it.
% of health… I don’t know about that. What if I bring 3 kegs and start lighting them up 14 seconds before Baron spawns? 3 kegs = 60%+ of Baron HP = auto win Baron no matter who finishes it.
Thank you everyone for the discussion and for your feedback! This seems to be a hot topic as usual
I’ll keep monitoring the thread and sending feedback over.
Minimum: Delete all projectiles. (musket could still dps from outside)
Optimal: Barrier that negates all damage from outside the barrier.