IMPORTANT:
- All these ideas are designed to work as a whole. Taken individually, they could cause more problems than they solve.
- I encourage constructive criticism in order for the community to help me refine these ideas.
- All numbers presented in this thread are arbitrary, and serve only to present a concept.
Sengolia is unbalanced, and as a result, it is largely unenjoyable. Teams almost always have no balance in power between teams due to a weak sorting system. If the unbalance is severe enough, the weaker team can easily fall victim to spawn camping. Lower level players are vaporized by the majority of Scions and Eidolons. Crystal respawn is used to push a win that wasn't deserved. Alts are brought in to sit around and farm honor and badges. This adds to the power unbalance. Sengolia is not a battleground, it's a 3 minute excuse to get some exp, honor, and some badges.
There are many ways to improve Sengolia so that it is balanced, fair and most important of all, fun.
These are my thoughts:
a. Level/Plane Brackets
Without level and plane brackets less developed players get caught up in battles they cannot win, even with the balancer buff.
I suggest brackets that follow a similar order to this:
Instance 1: Mortals....30-79
Instance 2: Mortals....80-100
Instance 3: Scions.....30-79
Instance 4: Scions.....80-100
Instance 5: Eidolons...30-79
Instance 6: Eidolons...80-100
This would increase balance drastically and give lower level players an easier learning curve.
b. PvE Difficulty
As players increase in power, the Sengolia PvE (towers and crystal) HP and damage remains constant. This has lead to sessions that last a few minutes.
I recommend that in addition to level/plane brackets we add scaling difficulty.
Example:
Instance 1: Mortals....30-79..... 1x HP/dmg
Instance 2: Mortals....80-100... 2x HP/dmg
Instance 3: Scions.....30-79..... 3x HP/dmg
Instance 4: Scions.....80-100... 6X HP/dmg
Instance 5: Eidolons...30-79..... 5x HP/dmg
Instance 6: Eidolons...80-100... 10x HP/dmg
c. Balanced Team Assignment (Toggle)
An easy fix to the current system would be a toggle system.
Each successive person to join would be placed on each team in an alternating pattern. Spirit, Demon, Spirit, Demon etc.
d. Balanced Team Assignment (Lobby)
A more complex, effective, but ultimately harder to implement system, would be to have a lobby. In this lobby players would be organized into their respective teams based on power to create a greater balance.
e. Disabling Crystal Revive
Highly developed crystal spending players have the ability to push a win by using crystal revives at the crystal.
Even when severely outnumbered these undying characters force a win, all because they have a thick wallet.
Events should be immune to game-breaking situations such as this one.
That is why I propose that crystal reviving be disabled during Sengolia.
f. Respawn Invincibility Buff
Spawn camping takes all the competition out of a PvP event.
The healing period during respawn lasts 10 seconds, and during this time players are still able to take damage. Because of this spawn camping is possible.
I propose a 12 second invincibility buff to accompany the healing buffs. The 2 second extension is to allow players to deal people that will still try to pick players off when the buffs end.
Edit: Another way to solve this problem would be to implement "safe zones", such as the ones in Guild Resource.
g. Full Debuff
Elixers and Goddess buffs add an unfair advantage to a select few. This will alter the power balance. A full debuff upon entering PvP areas is an easy solution. You can buff once inside the PvP area.
h. Kill Assists
Having kills stolen is a frustrating experience.
My suggestion is to allow points to be awarded to players in an assisted kill. This would ease the frustration greatly.
i. Improved Competition / Alts And AFK
Competition in Seng has all but ceased. A simple fix to this would be to reward the active and not the inactive. A great side effect of this system is that it takes away the incentive to use alts by taking away mandatory rewards.
I propose a point based reward system that would be organized similarly to this:
Assisted Kill = 2 points
Kill............ = 5 points
Tower Kill... = 10 points
(points cap at 200)
Every 40 points gained will yield rewards:
40, 80, 120, 160, 200 points = 5 bronze, 1 silver, 30 honor
(total 5 silver, 25 bronze, 150 honor)
The winning team will have their individual rewards doubled, the losing team gains normal rewards. This will encourage competition.
(I also believe honor rewarded by killing people should have a cap of 200)
special thanks to R22887458 for this idea
j. Team Chat
For Sengolia to become truly competitive I believe that a proper means of communication is necessary.
I suggest that each team have a dedicated chat.
The ability to organize strategies would change the dynamic of Sengolia, adding an entirely new layer of complexity and potential enjoyment to the event.
Notes:
- You can pick more than one suggestion on the poll
- Transcription error in poll. "Level/Plane Brackets And PvE Difficulty" is supposed to read "Level/Plane Brackets".
- Edited "f. Respawn Invincibility Buff" to include safe zones
- All these ideas are designed to work as a whole. Taken individually, they could cause more problems than they solve.
- I encourage constructive criticism in order for the community to help me refine these ideas.
- All numbers presented in this thread are arbitrary, and serve only to present a concept.
Sengolia is unbalanced, and as a result, it is largely unenjoyable. Teams almost always have no balance in power between teams due to a weak sorting system. If the unbalance is severe enough, the weaker team can easily fall victim to spawn camping. Lower level players are vaporized by the majority of Scions and Eidolons. Crystal respawn is used to push a win that wasn't deserved. Alts are brought in to sit around and farm honor and badges. This adds to the power unbalance. Sengolia is not a battleground, it's a 3 minute excuse to get some exp, honor, and some badges.
There are many ways to improve Sengolia so that it is balanced, fair and most important of all, fun.
These are my thoughts:
a. Level/Plane Brackets
Without level and plane brackets less developed players get caught up in battles they cannot win, even with the balancer buff.
I suggest brackets that follow a similar order to this:
Instance 1: Mortals....30-79
Instance 2: Mortals....80-100
Instance 3: Scions.....30-79
Instance 4: Scions.....80-100
Instance 5: Eidolons...30-79
Instance 6: Eidolons...80-100
This would increase balance drastically and give lower level players an easier learning curve.
b. PvE Difficulty
As players increase in power, the Sengolia PvE (towers and crystal) HP and damage remains constant. This has lead to sessions that last a few minutes.
I recommend that in addition to level/plane brackets we add scaling difficulty.
Example:
Instance 1: Mortals....30-79..... 1x HP/dmg
Instance 2: Mortals....80-100... 2x HP/dmg
Instance 3: Scions.....30-79..... 3x HP/dmg
Instance 4: Scions.....80-100... 6X HP/dmg
Instance 5: Eidolons...30-79..... 5x HP/dmg
Instance 6: Eidolons...80-100... 10x HP/dmg
c. Balanced Team Assignment (Toggle)
An easy fix to the current system would be a toggle system.
Each successive person to join would be placed on each team in an alternating pattern. Spirit, Demon, Spirit, Demon etc.
d. Balanced Team Assignment (Lobby)
A more complex, effective, but ultimately harder to implement system, would be to have a lobby. In this lobby players would be organized into their respective teams based on power to create a greater balance.
e. Disabling Crystal Revive
Highly developed crystal spending players have the ability to push a win by using crystal revives at the crystal.
Even when severely outnumbered these undying characters force a win, all because they have a thick wallet.
Events should be immune to game-breaking situations such as this one.
That is why I propose that crystal reviving be disabled during Sengolia.
f. Respawn Invincibility Buff
Spawn camping takes all the competition out of a PvP event.
The healing period during respawn lasts 10 seconds, and during this time players are still able to take damage. Because of this spawn camping is possible.
I propose a 12 second invincibility buff to accompany the healing buffs. The 2 second extension is to allow players to deal people that will still try to pick players off when the buffs end.
Edit: Another way to solve this problem would be to implement "safe zones", such as the ones in Guild Resource.
g. Full Debuff
Elixers and Goddess buffs add an unfair advantage to a select few. This will alter the power balance. A full debuff upon entering PvP areas is an easy solution. You can buff once inside the PvP area.
h. Kill Assists
Having kills stolen is a frustrating experience.
My suggestion is to allow points to be awarded to players in an assisted kill. This would ease the frustration greatly.
i. Improved Competition / Alts And AFK
Competition in Seng has all but ceased. A simple fix to this would be to reward the active and not the inactive. A great side effect of this system is that it takes away the incentive to use alts by taking away mandatory rewards.
I propose a point based reward system that would be organized similarly to this:
Assisted Kill = 2 points
Kill............ = 5 points
Tower Kill... = 10 points
(points cap at 200)
Every 40 points gained will yield rewards:
40, 80, 120, 160, 200 points = 5 bronze, 1 silver, 30 honor
(total 5 silver, 25 bronze, 150 honor)
The winning team will have their individual rewards doubled, the losing team gains normal rewards. This will encourage competition.
(I also believe honor rewarded by killing people should have a cap of 200)
special thanks to R22887458 for this idea
j. Team Chat
For Sengolia to become truly competitive I believe that a proper means of communication is necessary.
I suggest that each team have a dedicated chat.
The ability to organize strategies would change the dynamic of Sengolia, adding an entirely new layer of complexity and potential enjoyment to the event.
Notes:
- You can pick more than one suggestion on the poll
- Transcription error in poll. "Level/Plane Brackets And PvE Difficulty" is supposed to read "Level/Plane Brackets".
- Edited "f. Respawn Invincibility Buff" to include safe zones
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