7 years ago
Gold Armor
Alright, let's get down to it. I know the Gold armor ability sucks, you know it sucks. So how about some ideas on something better to actually make it desirable to pick up. Was chatting in a strea...
whats Up
I wanted to bring to light a potential idea that might bring an value to the game as we know it. Currently executing your enemy has little to no reward besides putting yourself at unnecessary risk and the simple fact of looking cool/trolling. The gold body shield is by far the most useless gold item in the game in my opinion and I believe that this would bring some much needed value to the concept of execution in the game. To have your base health return after executing your enemy would be quite useful because your putting yourself at risk anyway when performing such a move why not make it more rewarding. If your enemy is anywhere near coordinated enough you’d die for trying anyway, but in the off chance you get the execution off I believe you should be rewarded by returning your base health. That way when you pick up the gold shield you will actually have the ability to full regen on execution. Let’s hear what the community thinks of the concept as I solidly believe this would bring great value to this otherwise useless mechanic. See you in King’s Canyon nay sayers...
I think a buff is needed to let people execute more.
Maybe not giving them flat health back but health regen (50 hp - 10hp/sec)
Could maybe be a better option.
agreed , bigger back pack should have less move speed.
I like this idea! OR, make it to where you can't take damage during executions! If your teammate can't steal your kill while doing an execution, why should an enemy get a free kill?
@jonesy0218 wrote:I like this idea! OR, make it to where you can't take damage during executions! If your teammate can't steal your kill while doing an execution, why should an enemy get a free kill?
I think making the player invincible during that time wouldn't be the solution because it could lead to some abuse and weird game mechanics. In example, if I'm in a situation where I'm circled with grenades and have no chance of survival, near a downed enemy, I could just start the animation until the nades explode.
Then I thought, maybe reducing the incoming damage by let's say 50% could do the trick. The thing is it's going to impact gameplay a bit since, just like the stated scenario, starting the animation could be used a way out of some sort of situations.
Ah, I didn't even think about that. Good catch.
@F1YBYN1GHT
I moved your post over to this one where they were also discussing this. Thank you for addition around this too!