Give the award to who earned it! Whoever does the most damage deserves kill rights. Make it right NW

So, off the hip, I agree with the above completely. I might want to see it re-worded slightly though. IE… “When a group of players (or even a solo player) successfully kills another player or monster the award and benefits of the kill should go to the one (s) that did the most damage.”

I think the above commentary is geared towards a PVP environment and, if so, I 100% agree with the OP’s logic here. It makes no sense at all that a person, or persons could be fighting other people and then “Joe Sniper” runs around getting the last hit on all our NPC’s / PC’s that we’ve been fighting and coming out of OPR looking like some sort of “Killing Machine” with 300 kills to their name when what they “should” have gotten was 300 assists.

Also total BS on the Baron fight when you have a team of people beating on the Baron for x minutes and then “Joe Sniper” comes by, plinks it for the last 100hp it had and then “my” team gets the experience lockout even though we did 98% of the damage and the guy who’s team just got awarded the kill did 2% of the damage.

I’m sorry, but I’m with Sam here… what?

For Wars and OPRs, killing means the enemy will have to wait for the respaw timer and then run back to the fight… That’s like 1 or 2 min the player is useless and your team have number advantage.

If you only lower your enemy health by 90% and it got away… That’s like 30s to heal back up, without a healer… with healers, killing is even more important, otherwise the fight is just an stalemate.

In 3v3 arenas there is no respaw, so killing is the only option to win the game.

The only place I can think of when killing is not important is on OW. During influence pushes or when you’re fighting for resources, the enemy dying or leaving the node/quest area have the same outcome.

So if we’re talking about PvP exp and Salt for open world kills, I completely agree with you and OP… For all the other game modes, securing kills is an important role and should be rewarded… Maybe it should be tuned, but I don’t think it would be a good idea to remove it completely.

I personally like the Baroness mechanic… I understand it can feel like BS sometimes, but it gives a sense of randomness to the OPR… a single well (or lucky) timed shot can turn the tide of a fight… Since there is no competitive OPR, I like when there are these turning points during the fight, even if is just luck.

When you’re the winning team, is like: “Oh s****t, we lost Baron, that f*****ing musketeer, time to play serious now”… When you’re the losing team: “Oh yeah baby, now we have a chance to win this, let’s go bois!”… Both options give me a small adrenaline rush which I enjoy. If they change the way the Baroness works, there is no point in having it at all… the winning team will always kill it, making it just an annoying detour from the PvP.

That’s waaaaaaay more reserved than what “I” hear when “I’m” the guy taking out the Baron with musket or bow and stealing it from the other team. I’ve heard some of the most insane stuff and watched soooo many ragequits :slight_smile:

I mean… I’m guilty of doing the very thing I’m complaining about. Doesn’t that tell you just how bad it really is? Even someone that does it all the time thinks it’s a horrible mechanic :slight_smile:

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Summed up perfectly

What if the sniper on the hill is the only reason that other player doesn’t run away and get healed again?

Is their contribution (securing the kill) not worth rewarding?

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Of course kills mean something with regards to the outcome of the game. I’m talking about my reflection on my kills if they are group kills versus 1v1 kills. Groups kills give no reason to brag whereas 1v1 kills means you beat them on your own. I can routinely get 10+ kills in an opr but only 2-3 are 1v1 kills. The others are from a group fight. I don’t take any pride from getting a kill in a group fight. I just happened to get the final blow. If it’s not me getting the last blow, it would be just someone else in the group. But a 1v1 is different. So the 17 kills I show on the scoreboard in opr, only but a few mean anything to me. That’s why I say kills don’t really matter except in 1v1s.

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Rewarding sure, but securing the most reward for clipping the last bit of health i don’t agree with. Like, you got two guys down by the fort duking it out like robot jocks and yes, of course beaning the guy at the right moment secures the kill. Absolutely.

But without guy A pummeling this guy he wouldn’t have went down. So his reward is an assist, even if he put work in.

It’s just uneven, i don’t like it. I would like to see increased contribution from standing on point, damage soaking like, there’s a lot of ways this could be improved, putting in the work should get the rewards.

I think OPR right now just super rewards ranged, i haven’t yet fallen prey to bow spear but eventually who knows.

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Screw the tanks that make you cappable of making the damage and the healers that keep you alive . Forget getting a kill as a bruiser or melee dps if any kind of real dps as mage, bow or Dex is with you. Think it twice then post

I guess I just don’t care about OPR scores that much. I know I’ll hit my 3k and nothing after that has tangible value.

I am, however, very interested in winning. And winning gameplay doesn’t really show up on the scoreboard in any empirical way.

Last night is a perfect example. We were down 150-500. They had triple cap AND had just secured baron. I backcapped star (enemy side fort that game) with 1900 resources in my inventory. They couldn’t retake it and the field position a spawn point ion the opposite side of the map offered gave my team the leverage they needed to triple cap and win.

My score? about 6000. I think I got like 17th place or some such. But there was no doubt to anyone in that game who shifted that game and caused that victory.

Game after that, we steamrolled the enemy team, they scored about 40 points total. Game was over in 8 minutes. I had the #1 score in the game without attacking a single individual. Highest score in the match, didn’t actually contribute a single tangible thing to that match’s outcome. Doors on a fort and a brute summoning stone? None of that matters when the enemy team can’t leave their spawn.

This entire “problem” is rooted in a “me me me mine mine mine” mentality. People are only worried about their scores and not the outcome of the match.

If anything, we just need a completely new scoring system. LoL handled this well by creating bonuses for killing players that were on kill streaks. That guy with 20 kills hiding in the back finishing people off? Yeah, kill him and he’s worth a ton of points for your team now.

Probably won’t ever happen though. While much of OPR is stolen from MOBAs, like the last hitting mechanics and the Baron and such, the goal of OPR overall is creating a space where players can feel good about pushing buttons and feel rewarded for pushing buttons whether they win or lose.

That’s why players are selfishly focused on their scores and not figuring out how to turn a loss into a win.

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For scoring purposes in pvp you shouldn’t track killing blows. It should just be assists and damage done.

Outside of that everyone who contributes a certain threshold already gets kill credit for rewards in the open world. Up to ten individuals give or take get rewards for non player kills and it appears to function that to get credit your group has to be one of the top groups dealing damage. This seems to work and function up to two groups of players getting kill credit.

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This would fix also empoweremnt perk on muskets in opr as well. Because mostly they just last hit.

Then they’re burning massive cooldowns to stat pad. These decisions can lose wars and organized OPRs. Let them make the mistake you 2mil damage 0 kills 500 assists looks better than 800kills 10k damage

How old are u? Please dont feel offended, nor obliged to answer.

26 what’s up?

this post proves that people aim for their personal score rather than team results

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It was addressed to thread creator, sorry for misunderstanding.

Unti l the game has some kind of pvp standings/rank system (not the tracks)…does it really matter what some scoreboard says in an instanced match?

they’re doing it to build mortal empower stacks. still a poor use of resources

I disagree only because opr is main bows, firestaffs and muskets.

Two of them excel at padding, and two excel and killing from range.

The bow does both.

Most damage does NOT guarantee you the win.
It will just reinforce this meta we have at the moment.

In my opinion, the scoreboard is what encourages opr to be in the state its in now and frankly its just not fun.

Now dont get me wrong, im a fan of bow but its overuse needs to be addressed.

Firestaff is another story. Technically one of the worse weapons in pvp but its sustained damage and easy to use kit does well in the hands of a casual player to place them high on the board.

I would like to see melee return with all classes being equally present in opr.

So a scoring system that encourages that is my choice.

Mortal empowerment or not I’m still happy when someone finishes the running away guy. Assists award the same points and as long as you are in the flow you shouldn’t care who gets the kills. Have some fun even not getting a stack because no one actually stole your money or lunch irl