Cut-throat, Event 6: 6 Hour Cut-throat

This is the sixth event of the test cut-throat events.

An Introduction to Cut-throat Mode thread has been posted, if you are new to this league type it is highly advised you read the introduction.

Existing players who are familiar with the cut-throat league rule set are also advised on reading the thread as new rules may have been introduced, these rules are summarized below.

Summary of general Cut-throat rules:
  • This is a separate short-duration league that has its own stash (as usual). At the end of the event, characters and stashed items will be moved to Standard.
  • There's a PvP damage multiplier because players start with a lot more life than they do damage. This multiplier will be adjusted substantially based on feedback from this event and others.
  • Players are hostile by default to all players.
  • You can ctrl+click on the entrance to an area to use the Instance Management screen to manually enter other players' instances of an area.
  • Cut-throat instances can hold a maximum of 12 players.
  • This test is not a hardcore league. When you die, you lose the normal experience penalty for your difficulty plus 30% of your current level. You also drop all inventory and equipped items. Your flasks, skill gems (even ones in your inventory) and quest items are not dropped.
  • If you were killed by another player, your lost experience is given to them.
  • If you attempt to abruptly leave the game (such as pressing Alt+F4) in a non-town instance, you have to wait 5 seconds and are unable to move or use flasks.
  • The grace period of invulnerability upon entering an area is 20 seconds. This should start once the player is mostly done loading.
  • Non-partied players only show up on the map if they're nearby.
  • There are no notifications for players joining or leaving areas.
  • Portals cannot be used until they have been up for five seconds after they have been cast.
  • You cannot apply microtransaction effects to items in cut-throat. You may dance and have pets.
  • Cut-throat events are not experience races. There's no prize for being highest level. There are no prizes at all other than the fun of participation.
  • There's now a level limit on entering areas that contain other players. If you're much higher level than the lowest level player in the area, or much lower level than the highest level player, you can't join. Let us know what you think about the numbers we chose and we can tweak them for subseuqent events.
  • The guild stash is not available.
  • Players may not party up in this event. We are going to experiment with parties-with-friendly-fire in future ones.
Instance INVASION: Allows you to send a Invasion mob into any enemy players instance to one shot him. (If your Invasion mob reaches him that is.) After that you can go pick up his gear. Other players can spam Invasion mobs into your instance that will one shot you if they reach you. If a party of 6 Invades your instance, they will send 6 Invasion bosses towards you at once. Cutthroat Instances can hold a maximum of 12 Invasion bosses at once.
Apologize in advance for my English. What do You think about the new rating? Top players at the moment to continue that just to gain lvls like a last season. They do not like to fight with each other. But most players small lvls willing to fight PVP. I think you need a new rating. Can offer the following variants:
-the number of murders
-the number of murders, of which subtract death (ie: 30 kills-7 death=23 kills)
-or even make the top not by common experience, but only on the experience gained for murder in PVP (kills exp-death exp= total experience)
-or 2 rating: -top exp(max lvl)
-top kills (max kills)
Or consider any suggestions.
Thank you.
IGN: Helzr
Last edited by Helzr on Mar 21, 2014 7:06:11 AM
This will be the last event, so I wanna highlight my thoughts here.

1) Leveling.

The most obvious solution to PvE in permaPvP league is reducing PvE experience gain by around 50%. You can also buff PvP experience gain by same rate, so it becomes more efficient to PK. But it should scale well with level difference, so high level players still gain no benefit from killing low levels. Maybe adding an exp penalty if hunter is much stronger than prey. This will balance gang issues, so high level players will kill those who gank lower levels, instead of killing these poor guys which are already being hunted.

2) Gear drop.

Strongly disagree with incomplete (%) gear drop suggestions. This is not a lottery. This is cut-throat. This is hell. No tradeoffs. Personally, you should keep every decent piece of equip to make revenge come true. Flasks should not drop, gems too.

3) Area size.

Some areas need to be heavily reduced in size. Especially open ones, like Pools and Streams (or whatever it is called now), Marketplace, Solaris... You can listen to other players, these areas were mentioned. There is no chance to players to cross paths there. Don't cut pre-boss areas for obvious reasons. And no fixed seed, please. PvP should be hard and random, not just memorizing all floors and corners.

4) Immobilization (a.k.a. bear trap / freeze).

While Glacial Hammer is OP vs naked targets, it becomes less dangerous when you got at least 50% cold resist and some heat/saphire flasks. I think, there should be no hurry-nerfs of cold damage. Burning is still good at PvP arenas if you manage to land serious hit with fire. Don't know about shock though. Bear Traps should need a counter. 3 traps are enough when you got ganked by at least 2 trappers, they can permatrap you easily with just one skill. No skill - only skill, lol. Add a "become immune to immobilization effects" mod to useless Quartz Flask and see it shines. Not necessary you need to nerf Vaal Rain of Arrows here, just don't include it to this list (also I suppose you guys are fans of HoN).

5) Little pretty things.

a) Make Revenge buff - after being killed, you recieve +10% damage increase versus character who killed you. Make it permanent, but add a restriction that any character can hold no more than 5 buffs of this kind, and they do stack. Example:

You have been killed by (chronological): PVPCT1, tehBeast, PVPCT1, NagibatorPRO, ChrisOP, ChrisOP, ChrisOP.
So, at last death you will have 10% increase vs PVPCT1, NagibatorPRO and 30% vs ChrisOP.

This can give you advantage to fight back, even in gear 1 tier lower. And prevents from griefing one char again and again. This should be permanent because some gankers are chickens, running from their prey, if prey decides to man up / team up and give strike back.

b) ...maybe will be added later...
Hateful post.
Last edited by Kaskar on Mar 23, 2014 6:10:35 AM
Looks like 1 player went PVE and others were camping after they killed Piety.

Quest States should be essential for a higher->low level invasion.

There is no way somebody with level 16 will have a chance against somebody with a serrated level 22-23 weapon.

My bet is that the majority of players got PKed at ledge, prisoners gate, forest and crossroads.

should have played FP from the beginning. balance my ass. had "fun" the last 30 min tho.
I have the solution....

Players cannot enter the next zone until they kill in the current.

So every new place you must kill before progressing.

This stops pve racers and forces all players to fight.

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