Didn’t think I would have to make a thread specifically against the thread, but the ridiculous amount of traction it has gotten despite very clear arguments against it is something mindboggiling, which I can only attribute to the fact that I posted it to late into the thread to actually be of any importance, or at least ground people back to reality on what would happen in the actual practice of it.
Here’s the original post of the idea:
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> How about if the bosses had a separate health pool per team let’s say 1000 HP each completely independent to each other.
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> Every time your a red team member shot the boss it would subract health from the red team pool only.
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> So the first team to do 1000 total damage would get the kill that way no kill stealing can occure.
Here’s the posts in which I posted the reasons against it.
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> > For those who say the current system is good as it is, you’re wrong. Unless you have the entire team in party chat coordinating across the entire map, it’s physically impossible to prevent some random guy with a pistol popping up at the last second and stealing the kill. You could have your entire team hammering the boss with power weapons and scorpions while fending off the enemy team, and one guy with a DMR camping way back can get the kill instead. That’s not a system that rewards effort or teamwork, it just rewards camping until the boss is at low health. It’s a bad system that needs refining, and no amount of childish “git gud” comments is going to change that.
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> In no situation in life would ONE objective have TWO separate pool/means of obtaining the same result when TWO teams are competing against each other under the same roof. Why would ONE enemy have TWO separate pools of life? Kill stealing is a strategy for the losing team. It allows them to have a chance to come back. If you did two separate pools of life on one boss it would allow the winning team to have NO WORRIES at all because they would just gang up on that boss and get the kill. The kill stealing is actually what allows the losing side to have a chance to come back.
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> IRL you wouldn’t have one guy have 2 lives and neither should you have it in the game. If someone sneaks in a kill then good for them. Better luck to you next time. You don’t get to have a separate pool for your results on an enemy just because you don’t like the fact that someone can sneak in a kill.
you forgot to tell him something lorewalker.
Git Gud.
lol, but seriously, as I said in my previous comment here
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> Honestly, I don’t know why everyone is saying that this is a good idea.
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> Making the boss have 2 sets of health would simply lessen the chances of the losing team from EVER making a possible comeback since quite a few of the gamechanging bosses are spawned around some capture point in which one team will have control of, thus making them quite likely to get the kill even with the system we have in place currently.
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> For the boss to have 2 health bars for each team would simply make it impossible for the team that doesn’t have the base and/or as much reqs as the other team who is also likely to be controlling that base, especially if they are in the lead. If we couldn’t get a good shot in and take the points, the warzone maps would be decided from who gets the base from the gecko.
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> Let’s not forget that even with the system we have in place now, that certain teams win on certain maps more often then the other. Blue in Stormbreaker, Red in Raid on Apex. Let’s not further deepen that.
The ability to steal kills is, despite whether you don’t not like it, a mechanic that makes the game fair and gives the opposing team a chance to take the boss instead and actually get in the lead.
Seriously, if the bosses had separate health bars for each team, the team with the closest proximity and/or best weapons, would be the ones to get the kill. And if you played many matches of warzone, you would agree that those who take the middle base always get an advantage, which without the bosses having one bar of health, would likely win 98% of the time. The other 2% would be composed of the odds times in which the losing team is able to gain control of the bases through some sheer luck, or sheer stupidity by the opposite team, allowing them to get the core.
_TLDR (cause you a lazy (insert word here):_Idea bad because it makes it impossible for losing team to win, as they don’t have the REQs and map control that the winning team does. Won’t go well with already certain teams winning at certain maps like Blue in Strombreaker and Red in Raid on Apex.
And I’m not the only one saying this is a bad idea, check how many posts in his thread actually disagree. See how many actually provide some reason for their disagreement compared to the agreeing side.
EDIT: Removed slightly mind numbing rant of mine.
Doesn’t mean that I don’t still think that a group of people boosted the thread’s popularity and overall consensus on it.