Boss A.I. Kills in Warzone - Who should get credit

This occurred to me as I was playing Warzone last night. I’m curious to see what you guys’ thoughts on the matter are, or if it never really came up as an issue.

Are you guys okay with the current system as is where whichever team gets the killshot on the Boss gets the kill credit, or are you more in favor of the credit going to the team that did the most work (aka damage) rather than the other team sneaking in at the end (a sound strategy in its own right) for the easy kill steal?

It should stay as it is.

If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

This. It’s more competitive the way it is, trust me - it’s meant to be a challenge. Yes, my team and I have encountered this problem and it’s very frustrating at times, but you learn to overcome.

Last shot. Very annoying if someone snipes those beautiful 150vp but can be a game changer.

im fine with how it is. sure it sucks to put in all the work and lose the boss but thats the risk you take.

> 2533274805422460;3:
> > 2533274867085935;2:
> > It should stay as it is.
> >
> > If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.
>
>
> This. It’s more competitive the way it is, trust me - it’s meant to be a challenge. Yes, my team and I have encountered this problem and it’s very frustrating at times, but you learn to overcome.

Yeah, Im not saying the current system is bad. It was just an alternative that came to mind last night, so I was curious if that thought had occurred to anyone else. Figured I’d toss up a poll and see what responses people put. :slight_smile:

But yeah, you make a good point. Getting that final shot in with a sniper on an enemy banshee while the other team is using AR and BR feels great.

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

yeah it doesn’t make sense once you do 51% you just let the boss hanging there. I’d rather see a percentage based credit (i.e. if your team did 80% of the damage you get 120 vp and the other team gets 30 vp for the 20% they’ve done)

An issue I see with overall team damage is that if the other team beat us there and I notice the boss’s health is around 45% then I’m discouraged to even try since they’ll most likely get credit anyways. With the credit going to the last shot at least it gives me hope I can steal the kill so I’ll keep fighting till the very end.

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

Oh yeah, good point! Hadn thought about that! Glad I posted this cause it’s cool to see the responses!

> 2535431439862278;7:
> > 2533274867085935;2:
> > It should stay as it is.
> >
> > If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.
>
>
> yeah it doesn’t make sense once you do 51% you just let the boss hanging there. I’d rather see a percentage based credit (i.e. if your team did 80% of the damage you get 120 vp and the other team gets 30 vp for the 20% they’ve done)

Oh good idea! That’s how they did the scoring in the Battlefield games, which I thought was a great system. Even if you didn’t get the final kill, you were rewarded accordingly for your contribution to the kill.

> 2535431439862278;7:
> > 2533274867085935;2:
> > It should stay as it is.
> >
> > If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.
>
>
> yeah it doesn’t make sense once you do 51% you just let the boss hanging there. I’d rather see a percentage based credit (i.e. if your team did 80% of the damage you get 120 vp and the other team gets 30 vp for the 20% they’ve done)

This is the common sense solution to the problem. I really do not see how this was not implemented at launch.

> 2533274895728722;11:
> > 2535431439862278;7:
> > > 2533274867085935;2:
> > > It should stay as it is.
> > >
> > > If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.
> >
> >
> > yeah it doesn’t make sense once you do 51% you just let the boss hanging there. I’d rather see a percentage based credit (i.e. if your team did 80% of the damage you get 120 vp and the other team gets 30 vp for the 20% they’ve done)
>
>
> This is the common sense solution to the problem. I really do not see how this was not implemented at launch.

Totally agree. We should push for this! Haha.

I think the points awarded should be proportionally allocated to teams based on the percentage of damage inflicted.

This “all or nothing” damage allocation is crass and unsophisticated.

There is probably a better solution out there than there is now. Right now the whole AI boss concept in Warzone feels cheap because an enemy team can just sit back, wait for you to pull an enemy down to no health, then swoop in and get the kill. And even if both teams are going full in on the boss, like the Warden, it’s a total roll of the dice in terms of which team lands the very last bullet on the boss. It removes all skill and strategy from the whole game mode.

I can’t say that purely giving 100% credit to whoever got 51% or better of the damage is a better solution. It’s been said that this would de-incentivize competition for bosses but… how would you know how much damage your team has done to a boss? There’s no indication of that in-game. It would suck to find a boss at almost no health with noone around, put the effort into killing it, and get no points because the enemy did the most damage.

A better solution would be to split boss kill scoring into sections. “Kill: Most Damage Dealt” would be the bulk of the points awarded for the boss, and goes to whichever team did the most damage to that boss. And then “Kill: Final Blow” would go to whichever team landed that final hit. Something like a 2/3 to 1/3 point ratio. This way, attacking a boss is always incentivized for both teams, and it never feels cheap.

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

I think that’s a great point that I didn’t think about

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

Exactly this.

> 2533274867085935;2:
> It should stay as it is.
>
> If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.

What’s competitive about letting one team do all the work to kill the boss only to land a few hits at the end, one being the last bullet, and get all the credit for the kill? That makes boss fights nothing more than a roll of the dice, which is neither competitive or skillful.

I’ve seen too many close Warzone matches come down to who can land the very last shot on Warden Eternal. It’s a pathetically random way to decide a victor and ends up feeling cheap and unsatisfying for both teams involved.

> 2533274796745426;14:
> There is probably a better solution out there than there is now. Right now the whole AI boss concept in Warzone feels cheap because an enemy team can just sit back, wait for you to pull an enemy down to no health, then swoop in and get the kill. And even if both teams are going full in on the boss, like the Warden, it’s a total roll of the dice in terms of which team lands the very last bullet on the boss. It removes all skill and strategy from the whole game mode.
>
> I can’t say that purely giving 100% credit to whoever got 51% or better of the damage is a better solution. It’s been said that this would de-incentivize competition for bosses but… how would you know how much damage your team has done to a boss? There’s no indication of that in-game. It would suck to find a boss at almost no health with noone around, put the effort into killing it, and get no points because the enemy did the most damage.
>
> A better solution would be to split boss kill scoring into sections. “Kill: Most Damage Dealt” would be the bulk of the points awarded for the boss, and goes to whichever team did the most damage to that boss. And then “Kill: Final Blow” would go to whichever team landed that final hit. Something like a 2/3 to 1/3 point ratio. This way, attacking a boss is always incentivized for both teams, and it never feels cheap.

I agree with you. A few people already posted similar ideas about how the points should be awarded proportionate to the amount of damage dealt to the boss. That way both teams still feel compelled to go after the boss for the biggest percentage of possible points. I think that would be a great idea and is definitely better than the “all or nothing” mechanic currently in affect now.

> 2533274895728722;11:
> > 2535431439862278;7:
> > > 2533274867085935;2:
> > > It should stay as it is.
> > >
> > > If your team has done 51% damage to an AI, what reason does the enemy team have to try and stop you? They might as well just let you finish, that’s not competitive at all.
> >
> >
> > yeah it doesn’t make sense once you do 51% you just let the boss hanging there. I’d rather see a percentage based credit (i.e. if your team did 80% of the damage you get 120 vp and the other team gets 30 vp for the 20% they’ve done)
>
>
> This is the common sense solution to the problem. I really do not see how this was not implemented at launch.

Agreed. Plus I think we would have more close games and less runaway with one team getting all boss kills.

following rules…

When two teams are hitting the boss, team with most damage gets kill.

If however.

one team stopped hitting the boss for 5 seconds, that team loses progress gained in compairison to other team…

in playing out this kind of situation, where two teams are hitting roughtly the same rate but with differant weapons, the kill is not awarded to some random guy with a AR who hit the boss but the team that did the most in killing that boss, however if you kill the other team that are attacking it after they do like 75% of the damage, and it dies after another 7 seconds, your team will still be awarded the kill.