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.