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Making everyone involved: Ideas for proper recognition for the work you put in.


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#1
Chaz Darkbane

Chaz Darkbane
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I think it is no secret now that a great deal of people are frustrated with the lack of praise support and tank characters are getting at the moment. There are calls for nerfs left and right for any class capable of doing damage well and turning into one giant whine fest here on the forums. It is a precious balance trying to make everyone feel involved. If you have a support character like a keeper throwing out barriers throughout the match then they likely don't feel the impact their actions are making for the rest of the team, and as such won't feel like they are making a difference and not have as much fun. The same goes for a tank like the Legionnaire, when you taunt an entire groups of enemies to you and your team destroys them you won't feel the impact your action made for the rest of team, even if your being there was absolutely essential in that fight going well. Don't even get me started on the Templar. What can make them feel more involved and essential in our fights against the foes of the Inquisition? This thread is dedicated to them, the people who work behind the scenes to insure we can nuke down that group of enemies and giving them the much needed recognition they deserve at the end of a match. 

 

Well for starters we should implement more assist medals at the end of a match to properly give support and tank character Some credit at the end of a match, just some sort of counter of number of enemies taunted or damage blocked due to barrier/taunted damage and appropriate exp for those medals. Even if during that match you feel like all your doing is throwing out unneeded shields, seeing that counter of how much damage your saved teammates from would certainly be a giant ego boost. 

 

Looking for more suggestions here, or even just words of praise for that clutch last second barrier that saved you from Demon Commanders KO or the Legionnaire who kept the him in one spot away from your team for the entire fight. Show some appreciation :D


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#2
BWEAmelia

BWEAmelia
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Don't let me derail you all here, there's good discussion going on in this thread. I just wanted to clear up a few basic things about how the XP system works as a baseline:

 

All XP gained in a session is shared, so even though you have different sized bars and contribution or "points" on the end of match screen, all of that has gone to the team. Those bars are merely reflecting what each individual player's contribution towards the total share of the team was. We also have "support" XP for support players on some abilities. For instance when you block an attack from an enemy with shield wall or an ally you have barriered takes damage from an enemy you will gain support XP towards that kill. The intent for this support XP was to offset the XP that damage-dealing classes would gain from clearing the battlefield with damage.

 

Some quick personal thoughts from me:

 

I've been playing a lot of tank, no matter how much I love the Elementalist ( you sassy grape, you ), I keep coming back to Legionnaire and Templar. I really enjoy their role and how needed I feel as a player in that role. It's very empowering to protect the squishes. A large purpose of the end of match screen is to kudos you for all of your accomplishments during the match, however I'm also finding that I wish there more medals on the end of match screen for sword and boarders to represent our specific accomplishments ( and I'm sure other support classes feel similarily ). Its something I've already brought up, but who knows if my begging will go anywhere ; )

 

I don't personally feel support XP needs a buff. I was honestly worried that support classes were generally top of the end of match scoreboard most of the time because of how much support XP a good support can obtain, however it starts to even out near late game when the damage classes have gotten all of their strong damage dealing abilities and passives.

 

The end of match screen was intended ( as I remember ) to introduce a bit of friendly competition in a co-op mode, meaning it shouldn't be there in any way to divide players or incentivize bad behavior for the group. Maybe having the medals give bonus XP to individuals rather than the group is an unintended effect, and I'll follow up on that to see if that is the case.


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#3
BWEAmelia

BWEAmelia
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Derail away. Give us all the statistics:
1. The Experience table from Level 1-20.

2. Number of Enemies in a Routine, Threatening and Perilous game.
3. Max amount of XP possible per difficulty.
4. The bonus XP medal requirements and their individual boon.

I'll be more than happy to break down a "worst case scenario". A major problem in the arguments being made is an exaggeration of gameplay and XP distribution. Some are alluding to the individual XP bonus is causing some players to run ahead. They are non-fact based arguments. You guys partially to blame for this thread because there's a lack of clarity on the divvy system and bonus medals given.  :lol: 

Btw why isn't there a bonus support medal for "Most team saves by spamming 'Get over here' for a threatening non-boss chest"? 
 

 

Haha, well one reason for that support medal not existing is that now you won't be able to discern a cursed chest from a non-cursed chest!

 

I unfortunately can't provide you with stats for those questions, our design guru would be best to answer those, and also the person who would decide if they want them answered. The answer to #3 will be a bit variable because you get bonus XP for reviving teammates, and depending on how well each team member contributes to clearing the waves the XP total will be different.