OPR Scoring Chart Questions

To my belief, 5 players is the max amount of ticks you can get? so if there’s 10 players on one team on the point and 15 players on the other side, the other side would tick it at max value.

if it’s 500 per capture then maybe they should make assisted captures. if the number on one side exceeds 5 players total then grant 250 per player?

so 5 man back capping squads would still gain 500 each as back-capping is an effective tactic.

Building the structures on capped outposts should grant a bonus to points as well as these are CRUCIAL factors in winning an OPR. There’s a guy in my company that completely understands this and if the game is somewhat close or we are losing he’ll try to rally us to back-cap and put up a structure, idk the names of it, to give the team a buff while also destroying their buff when he back-caps effectively shifting the tide of battle on more thana couple occasions.

I’d take a 5 man group that does that over a 5 man group with bows that get 50 kills and 1.2m damage. currently, that group gets somewhere around 500 points for doing that, meanwhile, stat padders get 50 points per trash Heavy+Pen shot that do absolutely nothing besides make melee not play opr.

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1000% agree here.

The potential of the mode has been wasted cause people have refused to learn how the do the building stuff and just W key to their death endlessly. I wish having the better strategy was reflected in the points.

Maybe… this means we need a 20v20 TDM.

OPR is for objectives and they take 3v3 Arena’s and simple add a 20v20 queue to it. As clump fights are the main idea behind 20v20, they wouldn’t need to increase the map size, right? Nobody wants a musket 100m away tapping heads in a TDM mode. Last man Standing or Full Respawn mechanics, idc, but that’d be sick.

I would be there for it. Go full life steal Great Axe and just heavy swing lol.

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I have a trenchant recovery WH and sadly, it’s not as effective as I’d like but it does the job.

(It also has Leeching Path thanks to @KrispyKeebler :smile:)

I got this great axe from a Tempest Cache. I can now go close a Lvl55 Major Breach by myself. Mostly just heavy swinging and kitting to the ranged minions. Been fun tinkering my build around it.

I am gonna go try to clear some 66s here over the weekend.

in PvE Trenchant Recovery is amazing, in PvP the level of damage, health pools and heals are constructed in a way that the only health gaining values worth a shit are from healers.

For instance, trenchant recovery on a WH might heal me for 2.5k. 2 second wind-up maybe? a mediocre Sacred Ground can heal you for 1k amounting to an equal amount of healing done by both, not even counting all the other heals.

Self sustain in PvP is so lackluster and it is extremely healer dependant making things like leeching almost worthless.

No healer 1v1’s? Way different story. lol.

They need to add DMG Mitigation (DMG Taken) on score list!
We reached a point when its mandatory to can play OPR with all classes.

So far the big majority are playing light armor DPS combos to get the 3.000 points. There are rarely any tanks or heavy armors players and those guys most of the times end up on bottom of the scoreboard if they are not inside with a healer friend.

I’ve seen many times in my OPR matches my team tanks not being able to reach the 3.000 points in 10-20 min if match end fast.
Also everytime when player(s) decide to go on enemy back line to capture or pressure enemy point Luna/Star, those guys are on bottom of the list. While their contribution many times can change result of the match in ur team favor.

What I’ve said before it was to implement:

  • dmg mitigation/taken on score list
  • some system that gives points when there is a fight on the point (not when somebody stay on empty point with no enemy). But if enemy step on the point, if u stay there and fight to get points while u are inside fort.

Need to learn ppl to play for objectives cuz from their own will I dont see it happening.

2 Likes

Yeah its a bummer it is kind of useless in PvP. At least as you play better players.

But I will get those PvP weapons soon…SOON!

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Or you change it entirely. Make rewards scale to team score instead of personal score. 250 pvp xp per 100 team score. Make people actually want to do better rather than statpad.

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PvP XP is good as it is, dont need more than 2.500 per match for winning and 2.000 per match for losing.

You’re a fucking GENIUS!

What is it? 2k for a loss 2.5k for a win?

Make the win worth 500 and rest of it is team score. 1 Team Point = 2 PvP XP?

Id just get rid of the scoreboard completely. Individual stats serve no purpose and its impossible to assign a score to contribution. How do you assign points to the people who focus healers so their team has a better chance to win a fight? Or to the person on your team who snipes baron because everyone else was too busy pew pewing to show up. Or the person that managed to have 3 or 4 enemy players focus them and leads them away from the fort on a chase thereby helping their team have more numbers to take the point. Or the person that leaves battle bread in storage for others. Or the tank that sees a healer is being sniped and runs to them to try body block and give them the extra protection from the last shield passive.

Its a team game. Individual scores, esp based on damage is pointless and only encourages an individual mindset. Its epeen, nothing more.

@yvirten’s suggestion of team points being PvP exp could fix that.

Wow i am shocked too to see that !
What are they thinking ?
Just changed Mage to Tank 2 weeks ago and now i understand why i am always 39 and 40 in OPR because i want to defend my healers and my teamates … woah this game is so selfish :frowning:

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If they don t change their mindset on carebears and PVE players. They are on the edge to lose a lots of players !

That is absolutely brilliant idea

Yeah something like that. Would make going around to backcap and baron much more important rather than sitting mid doors and padding.
Would significantly boost importance of baron

Bump.

We have another meta in OPR where ranged seems to just be stat padding. Maybe I am wrong but there is a lot of posts about it and I believe it is 100% of the scoring being more pointted towards damage than kills AND Assists being a 1 for 1 with a kill.

This can be fixed by reworking the scoring. Give more points for capping a point and buillding out the fort while nerfing assist points and damage points.

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