poss
Member
A common theme I'm seeing here is some of a team "feeding", leading to games that "feel" like unwinnable stomps to the rest of their team with lower death rates. There are plenty of examples here where people die 15 times in a 30 minute game, meaning they're spending half the game waiting in respawn. We don't see death counts that high in higher skill levels.
If the game is going to reward kills with so many souls, perhaps player ranks should be similarly penalised for deaths? Like if each death penalised your overall soul count equal to the number of souls you gave the enemy team, then the score board would be a much better reflection of how much impact each player had on the overall game economy.
If the game is going to reward kills with so many souls, perhaps player ranks should be similarly penalised for deaths? Like if each death penalised your overall soul count equal to the number of souls you gave the enemy team, then the score board would be a much better reflection of how much impact each player had on the overall game economy.