I recently had an idea regarding the point system of Warzone’s bosses. I’m sure that everyone at this point has had that experience where your team has a tentative lead, and you’ve pressed forward and driven the enemy back from the Warden. You cordon off the area, killing enemy team members as the draw near, while persistently damaging the boss. Then, when Warden’s health is almost nonexistent, despite the fact that your team still has multiple continuous streams of weapons fire trained on him, some lucky -Yoink- from the enemy team gets into the area and somehow manages to get in the last shot, giving the enemy team 150 Victory points and stealing away the entire match.
My proposition aims to eliminate this immensely frustrating scenario. What I suggest is that when a boss is killed in Warzone, the points are distributed to both teams proportional to the amount of damage that they did. This would mean that if one team locked down a boss and did almost all the damage to it, only to have it finished off by a single member of the enemy team, the former team would still receive most of the points. I believe that this would be a fair system, and would even add another level of strategy to handling bosses in Warzone. If you’ve cleared out the area surrounding Warden, do you really want to finish him off if the enemy has already almost destroyed him? Or do you want to defend the area and kill enemy Spartans to catch up on Victory Points instead?
Thoughts on this idea?
i honestly think there will not be any changes to bosses.
I prefer the current system, it suck when a kill gets stolen, but I steal kills as often as that happens to me.
It’s fine the way it is IMO… as infuriating as it is when it gets stolen from you it’s super sweet when you manage to steal them. Also being able to steal them can keep games from run away wins as teams that are losing or out matched still have a chance at keeping a game close at least.
> 2533274880633045;3:
> I prefer the current system, it suck when a kill gets stolen, but I steal kills as often as that happens to me.
Me too… I play warzone with the intent of stealing boss kills 
> 2533274816788253;4:
> It’s fine the way it is IMO… as infuriating as it is when it gets stolen from you it’s super sweet when you manage to steal them. Also being able to steal them can keep games from run away wins as teams that are losing or out matched still have a chance at keeping a game close at least.
I see some merit to this idea, but the fact remains that it’s still largely up to luck. It comes down to whatever the game decides is the last shot, regardless of the conditions of the match or who actually deserves the win.
I think before they make any changes to the points system, they should test hiding the bosses health.
> 2533274802932721;7:
> I think before they make any changes to the points system, they should test hiding the bosses health.
This is also a valid option. I support the testing of this idea as well.
I like the idea. It would also help with commander Lochagos on fortress.
That means the ones who get to the boss first will get the majority of the points. After a while, what’s the point of even going after the boss if you aren’t going to get a big enough benefit from it?
Bosses are a risk/reward gamble. It’s the team’s responsibility to defeat the boss and prevent the other team from defeating the boss.
The objective is to kill the boss, not “do a lot of damage to the boss”.
The system is fine now, just remove the health bar.
> 2533274880633045;3:
> I prefer the current system, it suck when a kill gets stolen, but I steal kills as often as that happens to me.
Agreed, it all evens out at the end. Plus the randomness makes it fun.
> 2533274833081329;10:
> That means the ones who get to the boss first will get the majority of the points. After a while, what’s the point of even going after the boss if you aren’t going to get a big enough benefit from it?
>
> Bosses are a risk/reward gamble. It’s the team’s responsibility to defeat the boss and prevent the other team from defeating the boss.
>
> The objective is to kill the boss, not “do a lot of damage to the boss”.
I would be inclined to agree with this if it weren’t for the fact that it’s still completely up to random chance who gets credited with the kill, even if one team has multiple continuous streams of fire going and the other team just takes a few pot shots. My point is that while it is important to hold off the enemy team, it’s virtually impossible to hold them off in a way that will prevent them from stealing the boss kill. As to your original question about players losing the motivation to go after bosses, my point is that even if the enemy team has done the majority of the damage, it’s still in your team’s best interests to either keep the enemy away from the boss or to go in and salvage some points, while at the same time denying the enemy those points. It’s still all risk/reward.
I still prefer that the first 100 points are divided by damage and last 50 go to who gets the kills shot.
> 2533274900890786;1:
> I recently had an idea regarding the point system of Warzone’s bosses. I’m sure that everyone at this point has had that experience where your team has a tentative lead, and you’ve pressed forward and driven the enemy back from the Warden. You cordon off the area, killing enemy team members as the draw near, while persistently damaging the boss. Then, when Warden’s health is almost nonexistent, despite the fact that your team still has multiple continuous streams of weapons fire trained on him, some lucky -Yoink- from the enemy team gets into the area and somehow manages to get in the last shot, giving the enemy team 150 Victory points and stealing away the entire match.
>
> My proposition aims to eliminate this immensely frustrating scenario. What I suggest is that when a boss is killed in Warzone, the points are distributed to both teams proportional to the amount of damage that they did. This would mean that if one team locked down a boss and did almost all the damage to it, only to have it finished off by a single member of the enemy team, the former team would still receive most of the points. I believe that this would be a fair system, and would even add another level of strategy to handling bosses in Warzone. If you’ve cleared out the area surrounding Warden, do you really want to finish him off if the enemy has already almost destroyed him? Or do you want to defend the area and kill enemy Spartans to catch up on Victory Points instead?
>
> Thoughts on this idea?
I’v heard this Idea all over, and pretty sure it crossed my mind also. It sounds like a fair solution however it would cause a lot of trouble in the long run. For example, not all of us play in teams, i know a lot of players who don’t bother with the boss and simply go to attack the base while the enemy is distracted. this would ruin it for players working hard to compete for points. I would suggest they lower the points of the bosses or at least average them based on difficulty, and maybe add more small bosses in?
This is a very important topic to discuss, I think. The current system definitely requires some adjustment, but to what degree should be a part of the communal consciousness.
> 2533274900890786;1:
> I recently had an idea regarding the point system of Warzone’s bosses. I’m sure that everyone at this point has had that experience where your team has a tentative lead, and you’ve pressed forward and driven the enemy back from the Warden. You cordon off the area, killing enemy team members as the draw near, while persistently damaging the boss. Then, when Warden’s health is almost nonexistent, despite the fact that your team still has multiple continuous streams of weapons fire trained on him, some lucky -Yoink- from the enemy team gets into the area and somehow manages to get in the last shot, giving the enemy team 150 Victory points and stealing away the entire match.
>
> My proposition aims to eliminate this immensely frustrating scenario. What I suggest is that when a boss is killed in Warzone, the points are distributed to both teams proportional to the amount of damage that they did. This would mean that if one team locked down a boss and did almost all the damage to it, only to have it finished off by a single member of the enemy team, the former team would still receive most of the points. I believe that this would be a fair system, and would even add another level of strategy to handling bosses in Warzone. If you’ve cleared out the area surrounding Warden, do you really want to finish him off if the enemy has already almost destroyed him? Or do you want to defend the area and kill enemy Spartans to catch up on Victory Points instead?
>
> Thoughts on this idea?
Lucky for you nobody has EVER mentioned this idea before!!! How revolutionary!!!
but seriously, points are for the kill shot, not for damage dealt. You win some you lose some.
> 2533274802932721;7:
> I think before they make any changes to the points system, they should test hiding the bosses health.
My only problem with this option is that the kill shot ends up being completely random. If you think it’s about luck now this would make it like winning the Warzone lottery. At least currently you can attempt to time the kill shot.
> 2533274815582829;17:
> > 2533274900890786;1:
> > I recently had an idea regarding the point system of Warzone’s bosses. I’m sure that everyone at this point has had that experience where your team has a tentative lead, and you’ve pressed forward and driven the enemy back from the Warden. You cordon off the area, killing enemy team members as the draw near, while persistently damaging the boss. Then, when Warden’s health is almost nonexistent, despite the fact that your team still has multiple continuous streams of weapons fire trained on him, some lucky -Yoink- from the enemy team gets into the area and somehow manages to get in the last shot, giving the enemy team 150 Victory points and stealing away the entire match.
> >
> > My proposition aims to eliminate this immensely frustrating scenario. What I suggest is that when a boss is killed in Warzone, the points are distributed to both teams proportional to the amount of damage that they did. This would mean that if one team locked down a boss and did almost all the damage to it, only to have it finished off by a single member of the enemy team, the former team would still receive most of the points. I believe that this would be a fair system, and would even add another level of strategy to handling bosses in Warzone. If you’ve cleared out the area surrounding Warden, do you really want to finish him off if the enemy has already almost destroyed him? Or do you want to defend the area and kill enemy Spartans to catch up on Victory Points instead?
> >
> > Thoughts on this idea?
>
>
> Lucky for you nobody has EVER mentioned this idea before!!! How revolutionary!!!
>
> but seriously, points are for the kill shot, not for damage dealt. You win some you lose some.
Geez, so I haven’t seen this before. Sorry. I’m not trying to take credit, I’m just trying to submit this to the community for some serious discourse.
> 2533274815582829;18:
> > 2533274802932721;7:
> > I think before they make any changes to the points system, they should test hiding the bosses health.
>
>
> My only problem with this option is that the kill shot ends up being completely random. If you think it’s about luck now this would make it like winning the Warzone lottery. At least currently you can attempt to time the kill shot.
Right, and also I want to know if I have time to call up another req. or if there is time to make it to the boss. Without the bar it is just guessing.