Sengolia is extremely unbalanced with the current systems. People bring their alts into Sengolia in order to farm honor and badges, taking up valuable spots in the process. Guild politics take over as players sit down in order to help their guild members. All the strong players get onto one team because of the timing based team assignment. Weaker players can be extorted by high power characters camping the spawn point. Lower level players are vaporized by the AOEs of even a Knight. Mallers crystal respawn to push a win that wasn't deserved. Sengolia has become less of a battleground and more of a political slaughter.
There are so many ways to improve upon how Sengolia is conducted in order to address the large amount of problems present at the moment.
These are my thoughts:
a. Dealing with players that go AFK
Why do people AFK in Sengolia? To get rewards of course.
In order to deal with the AFK problem, we need to take that away from them.
A simple fix to this would be to reward the active and not the inactive.
I propose an achievement based reward system that would be organized similarly to this:
10 kills = 5 bronze, 1 silver, 25 honor
20 kills = 5 bronze, 1 silver, 25 honor
30 kills = 5 bronze, 1 silver, 25 honor
40 kills = 5 bronze, 1 silver, 25 honor
taking a tower = 10 bronze, 2 silver, 50 honor
The winning team will have their rewards doubled, the losing team gains normal rewards. In order to prevent farming, a tie should yield absolutely no rewards for either team.
b. Truly Random Team Assignment
The timing based system of assigning teams creates a massive imbalance of power between teams.
An easy fix to this would be a toggle system.
Each successive person to join would be placed on a team in an alternating pattern. Spirit, Demon, Spirit, Demon etc.
This would add an incredible amount of balance to Sengolia.
c. Non-Combat Spawn points
If combat were to be disabled in the area around the spawn point, spawn camping would cease.
d. Disabling Crystal Revive
Are we supposed to be fighting humans, or a horde of undying zombies?
Recently I witnessed two very high level, very high spending players, using crystal revives like candy at the Spirit team's crystal.
The Demon team was severely outnumbered and outplayed, yet these undying characters being the only one's making it through the front line, won. All of this because they have a thick wallet.
In my opinion events should be immune to game-breaking situations such as this one.
That is why I propose that crystal reviving be disabled during Sengolia.
e. Damage Weighted Kills
How many times have you done the majority of the damage to your opponent only to have some cheeky ranger steal your kill from afar?
This can get infuriating, especially if it happens multiple times in a row.
My suggestion is to have kills be damage weighted. Whoever does the most damage to the enemy in question is credited with the kill.
f. Having Separate Instances For Level Tiers
You can't very well have balance in a game if there are multitudes of people that can kill you in one hit.
This is exactly what happens to the lower level players in Sengolia when they come up against a high lvl player or scion.
I suggest splitting Sengolia into level and plane based instances.
example:
30-50
51-80
scion 30-50
scion 51-80
This would increase balance drastically and give lower level players an easier learning curve.
g. 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 chat that only it's members can access.
This would allow for ease in organizing strategies, changing how Sengolia is conducted, and adding an entirely new layer of complexity and potential enjoyment to the event.
Note: You can pick more than one suggestion on the poll
There are so many ways to improve upon how Sengolia is conducted in order to address the large amount of problems present at the moment.
These are my thoughts:
a. Dealing with players that go AFK
Why do people AFK in Sengolia? To get rewards of course.
In order to deal with the AFK problem, we need to take that away from them.
A simple fix to this would be to reward the active and not the inactive.
I propose an achievement based reward system that would be organized similarly to this:
10 kills = 5 bronze, 1 silver, 25 honor
20 kills = 5 bronze, 1 silver, 25 honor
30 kills = 5 bronze, 1 silver, 25 honor
40 kills = 5 bronze, 1 silver, 25 honor
taking a tower = 10 bronze, 2 silver, 50 honor
The winning team will have their rewards doubled, the losing team gains normal rewards. In order to prevent farming, a tie should yield absolutely no rewards for either team.
b. Truly Random Team Assignment
The timing based system of assigning teams creates a massive imbalance of power between teams.
An easy fix to this would be a toggle system.
Each successive person to join would be placed on a team in an alternating pattern. Spirit, Demon, Spirit, Demon etc.
This would add an incredible amount of balance to Sengolia.
c. Non-Combat Spawn points
If combat were to be disabled in the area around the spawn point, spawn camping would cease.
d. Disabling Crystal Revive
Are we supposed to be fighting humans, or a horde of undying zombies?
Recently I witnessed two very high level, very high spending players, using crystal revives like candy at the Spirit team's crystal.
The Demon team was severely outnumbered and outplayed, yet these undying characters being the only one's making it through the front line, won. All of this because they have a thick wallet.
In my opinion events should be immune to game-breaking situations such as this one.
That is why I propose that crystal reviving be disabled during Sengolia.
e. Damage Weighted Kills
How many times have you done the majority of the damage to your opponent only to have some cheeky ranger steal your kill from afar?
This can get infuriating, especially if it happens multiple times in a row.
My suggestion is to have kills be damage weighted. Whoever does the most damage to the enemy in question is credited with the kill.
f. Having Separate Instances For Level Tiers
You can't very well have balance in a game if there are multitudes of people that can kill you in one hit.
This is exactly what happens to the lower level players in Sengolia when they come up against a high lvl player or scion.
I suggest splitting Sengolia into level and plane based instances.
example:
30-50
51-80
scion 30-50
scion 51-80
This would increase balance drastically and give lower level players an easier learning curve.
g. 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 chat that only it's members can access.
This would allow for ease in organizing strategies, changing how Sengolia is conducted, and adding an entirely new layer of complexity and potential enjoyment to the event.
Note: You can pick more than one suggestion on the poll
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