Warzone Boss kills/assist needs a change

A lot of people don’t go for boss kills despite being an easy way to win or make a comeback. The reason is because you can waste a REQ on taking nearly all their health but the kill goes to someone who just showed up at the last second to get the rest of his health. Boss kills should be rewarded to at last 2 or 3 different people based on how much damage you did. And no the AI Gambit Boost isn’t help persuade people to do it cause everyone sells those for this very reason.

While it sucks to be on the losing end of that equation, it is definitely nice to be on the winning side of those situations.

This has been an argument ever since the first stages of a warzone. I totally agree, and has said multiple times that the points should go down over time for every shot that hits it. That way, one team does not get a very sudden burst into the lead or losing positon. Throwing it out there again

> 2533275011703423;3:
> This has been an argument ever since the first stages of a warzone. I totally agree, and has said multiple times that the points should go down over time for every shot that hits it. That way, one team does not get a very sudden burst into the lead or losing positon. Throwing it out there again

I figured this was highly requested. They already have an assist system in place to determine what counts as assist or not, just alter the damage required for an assist to count as a kill that requires a certain percentage of health to be rewarded for it. Using percentages it would easily tell who’s the 2 or 3 people that did the most damage.

> 2533274864139918;4:
> > 2533275011703423;3:
> > This has been an argument ever since the first stages of a warzone. I totally agree, and has said multiple times that the points should go down over time for every shot that hits it. That way, one team does not get a very sudden burst into the lead or losing positon. Throwing it out there again
>
>
> I figured this was highly requested. They already have an assist system in place to determine what counts as assist or not, just alter the damage required for an assist to count as a kill that requires a certain percentage of health to be rewarded for it. Using percentages it would easily tell who’s the 2 or 3 people that did the most damage.

True, it would be nice. However, my method you would be able to keep the “kill” medal, however you would be a steady system in which points are given equally

I get way more boss kills using basic loadouts than using reqs

some times I didn’t even attack the boss and I still get rewarded the medal

> 2533274864139918;1:
> A lot of people don’t go for boss kills despite being an easy way to win or make a comeback. The reason is because you can waste a REQ on taking nearly all their health but the kill goes to someone who just showed up at the last second to get the rest of his health. Boss kills should be rewarded to at last 2 or 3 different people based on how much damage you did. And no the AI Gambit Boost isn’t help persuade people to do it cause everyone sells those for this very reason.

If your team gets the boss takedown then I’d agree with this.

> 2533274864139918;1:
> A lot of people don’t go for boss kills despite being an easy way to win or make a comeback. The reason is because you can waste a REQ on taking nearly all their health but the kill goes to someone who just showed up at the last second to get the rest of his health. Boss kills should be rewarded to at last 2 or 3 different people based on how much damage you did. And no the AI Gambit Boost isn’t help persuade people to do it cause everyone sells those for this very reason.

we have been over this alot. i’ll say it again. The current system sucks. IDC what other game someone else has been playing that tries to relate it, in this game it sucks. “Well in MOBA…” NO! NO NO NO NO NO. we are done with that. you can say it all you want but this absolutely annoys people. unlike MOBA games, this is not all about just team effort, but the individual effort. they problem is we use to all go for the boss, now its so much more profitable that entire teams with spawn kill the enemy rather than kill bosses. can you believe that? does MOBA do spawn killing all day and avoid bosses? “well its sometimes…” No, and you know that. spawn killing is literally killing any fun left in it. seriously, if they dont do something quick to fix regular warzone or WZA, when WZF comes out, everyone is going to move over to that and WZ and WZA will be barren wastelands. We have already come up with an amazing solution that will solve this problem and only those that are kill stealers will hate, you know the ones that can get kills so they have to way til someone else gets the enemy spartan close to death and kills them and Yoinks assassinations because he cant get his own kills.

After hearing great ideas from multiple people. I melded into 1 that works. Effort put in = Reward put out. Bosses are not like regular kills, so kill stealing is a big difference. you kill steal an enemy spartan, that guy doesnt get rewarded for his assassination. annoying as it is, and i would love for them to remove it because it causes blood rage in which they with get TK’d for doing it in Arena, I’m not going to focus on that. But just know if you Yoink people on purpose, you deserve to be TK’d. I hate FF, n I hate Yoink and if Yoink stays, FF needs to stay just in case i need to do that to a random on my team that’s begin a -Yoink-… hey look at that lol. But anyways you have to put time n effort into it. the harder the boss the more recourse you have to put in. there is no way 1 person by them selves with a standard load out can get warden on their own, they were intentionally required to either work as a team or take several times dying and respawning and trying to kill him. even if you have people ups and weapons, those run out, you can even get owned in a mantis or tank. so the effort put in here is not the same as a kill steal from a regular spartan. with Bosses, your efforts mush be rewarded because they are special units, not your average grunt.

Solution: The amount of damage put into a boss by each team gets rewarded by %. Example. if a boss is worth 100pts and red does 40% and blue does 60% than 40 points go to red, 60 goes to blue. even if red does get the kill. but here is why, if red doesnt decide to get the kill decides “we they already did the most damage and blues will get the majority of the points, well than whats the point” well that’s the point, literally, you every point of damage you aren’t doing means they will get more if you dont finish them. so if you stop at a 40% health boss left and your team does 30% and you dont finish him off, blue shows back up finishes him off and they get 70% and you get 30%. this guarantees teams will put in the effort for killing the boss. Now for the individual effort, all those that contributed to the kill all get the warden/legendary etc boss kill. if he has a sliver of health left or the last second before he dies, anyone still shooting at him gets the kill, and even someone assassinating him gets it. this way its not randomly trying to calculate “well multiple people hit the target that killed him. since we dont know who got last hit we are going to RNG the kill reward” yes it does do this if 2 or more hit exactly at the same .0000001 of a second. it’s just going to RNG it. instead, just reward anyone at the last second that killed him. so everyone will want to shoot him to the end. it will count for commendation. anyone that didn’t make it but got close gets the assist, and for some reason i believe warden assist is glitched. only 2 of us got the warden killed, no one else bothered and it gave 1 person the kill and i didn’t even get an assist so that appears to be bugged. warden/boss kills and assists give out set points for the work. but also, depending on how much damage YOU contributed, it gives you even more. So instead of rewarding everyone, even people that didn’t do jack diddly -Yoinking!- squat and his team got the kill so he gets a boost. instead if you want to be rewarded, you have to put in the effort otherwise you only get a 3rd of that progress on your req level. so you want to get up a higher req level, you put in the damage for it. so people that do a lot of damage, get the kill get rewarded for it and team effort points so they get majorly rewarded, they could be a level 4 while everyone else was a level 6 but ignoring the boss, but because he did all that work, he just jumped to level 6, close to 7, for all that effort. so you can either go for individual spartan kills, or go for a boss kill. it’s just depends on how you want to play. if you didn’t contribute but your team got the boss kill, you will get a small cut, but not a huge jump, all those that got assists and kills. they get rewarded for the effort. so you get even more level req points than you do now currently in WZ if you kill and do massive damage but if you dont contribute or do a little bit of damage, you dont get a huge reward. making it so bosses stop getting ignored.

Problem Solved.

> 2533274962122285;6:
> I get way more boss kills using basic loadouts than using reqs
>
> some times I didn’t even attack the boss and I still get rewarded the medal

proving it’s broken.

i dont mind the kill stealing at all and the “give the people who did x amount of dmg x amount of points” is kind of stupid to me, but that aside they should fix WHO gets the boss medal / kill.

so many times i get boss kills when i didnt kill a boss at all. i shot the ghost marauder like 4 times with a br and then let a teammate in a ghost do the rest because he was there before me and i thought it was his boss kill. 10 seconds later after im in the armory i get the boss kill. wtf?

same thing happens with the elites. i shoot them twice, someone else pops their shields and kills them and i get the kill. same exact story with promethean soldiers and warden eternal. it also works the other way arround. even if you splatter bosses theres still a chance you dont get the kill for whatever reasons.

if they fix it and make it that actually the guy who got the last hit gets the kill, and not this kind of rng stuff, then it probably wouldnt be so bad.

I think this could be solved by having 2 separate health bars for each team(only for warden)and awarding the kill to the first one to depleate the health bar, that way there would be a large incentive for teams to pull out reqs and go for the boss kills

I’d actually prefer a solution where teams get the kill if they inflict more than 50% of the damage on the boss.

Point distribution should be awarded based on damage teams do, like I said before for an example, Warden Eternal is worth 150 points, both teams do 50/50 damage to it, both teams receive 75 points each regardless of a random killing blow

> 2533274826790754;10:
> i dont mind the kill stealing at all and the “give the people who did x amount of dmg x amount of points” is kind of stupid to me, but that aside they should fix WHO gets the boss medal / kill.
>
> so many times i get boss kills when i didnt kill a boss at all. i shot the ghost marauder like 4 times with a br and then let a teammate in a ghost do the rest because he was there before me and i thought it was his boss kill. 10 seconds later after im in the armory i get the boss kill. wtf?
>
> same thing happens with the elites. i shoot them twice, someone else pops their shields and kills them and i get the kill. same exact story with promethean soldiers and warden eternal. it also works the other way arround. even if you splatter bosses theres still a chance you dont get the kill for whatever reasons.
>
> if they fix it and make it that actually the guy who got the last hit gets the kill, and not this kind of rng stuff, then it probably wouldnt be so bad.

because RNG happens when 2 or more people hit at exact moment. you would probably need like 180 FPS for frame checking. sorry it’s just not worth the effort. my way is way better. and kill stealing is a big deal with bosses. sometimes 750 times bigger.

> 2533274800212919;8:
> > 2533274864139918;1:
> > A lot of people don’t go for boss kills despite being an easy way to win or make a comeback. The reason is because you can waste a REQ on taking nearly all their health but the kill goes to someone who just showed up at the last second to get the rest of his health. Boss kills should be rewarded to at last 2 or 3 different people based on how much damage you did. And no the AI Gambit Boost isn’t help persuade people to do it cause everyone sells those for this very reason.
>
>
> Solution: The amount of damage put into a boss by each team gets rewarded by %. Example. if a boss is worth 100pts and red does 40% and blue does 60% than 40 points go to red, 60 goes to blue. even if red does get the kill. but here is why, if red doesnt decide to get the kill decides “we they already did the most damage and blues will get the majority of the points, well than whats the point” well that’s the point, literally, you every point of damage you aren’t doing means they will get more if you dont finish them.

That’s the thing, thanks to the current system the guy using heavy artillery will most likely fail to get the kill when someone else is using a SMG. You have a higher change to get the last kill when you’re firing insanely quickly. If you focus on bosses to give your team the edge but you constantly fail to get the final hits, you won’t have as many boss kills and because you’re focusing on them you won’t have a ton of spartan kills either. This makes you look like you did NOTHING. That’s a flawed system.

Even base takeovers don’t seem to give you decent points. That’s something I focus on a lot because I haven’t unlocked the DMR despite being over level 50. So I focus on shortrange backdoor takeovers. I would go for bosses if it felt like I was doing something but most of the time I never get the kill.

> 2533274962122285;6:
> I get way more boss kills using basic loadouts than using reqs
>
> some times I didn’t even attack the boss and I still get rewarded the medal

Same here I also get random kills that I have never done

It’s broken, but would prefer to keep it as is rather than implement the suggestions, which if implemented bring on a while new set of problems.

> 2533274875982754;17:
> It’s broken, but would prefer to keep it as is rather than implement the suggestions, which if implemented bring on a while new set of problems.

If players like the fact they can steal the boss kill from enemies by getting those last hits in then keep that as is. But for the team who gets takes down the boss it should reward two players the kill, one who did the most damage and one who got the last hit. Giving more people the chance for points and properly rewarded those who are putting in the work. I don’t see how that will cause problems.

The solution is a drastic change in how the “Legendary boss” works. Instead of spawning 1 AI worth 150 points, they should spawn multiple that add up to 150. 6 enemies worth 25 points each for example… This way the “Legendary boss” is still worth 150 points overall, but it is also able to be split up between teams so one team isn’t screwed over as much.

If they did this along with the current system is would create a dynamic system where teams aren’t blown back as much. Maybe the Warden could stay as the final boss to keep the energy high (because nothing is more intense than a close Warzone game when the Warden comes up) but the first and middle bosses can be varying amounts of enemies with their points scaled so that they are all worth 150 points overall.

EDIT: You can see glimpses of this on maps like Noctus and Stormbreak when the hunters spawn. At that point there are 100 points up for grabs, and when teams can manage to get 3 or all of the kills it can have a huge impact on the game. But at the same time it is not unfair to the other team when compared to the Warden because there are so many options available at once.

yes it does. However they stated they won’t do anything about it.