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r/CompetitiveForHonor • … • u/Goddamncrows

Why is reduced team damage a thing?

While the 80% reduced damage from your teammates' attacks is nice to prevent accidental kills; it kinda bugs me that heros with high damage long ranging attacks can use these moves in a teamfight with no consideration to ally placement.

Full damage would add more strategy to team fights IMO. You'll need to surround the enemy rather than bunching up and attacking. You'll need to utilise overhead attacks to prevent teammate damage to people near you. Using UBs would need to be a calculated decision.

On the same note, feats should also be full damage to teammates. I've run into a few fire flask suicide bombers at the end of rounds.

To prevent abuse: Heavy punishes for teamkills, AT THE DISCRETION of the teammate killed. For eg. Your raider teammate kills you with his zone, but in doing so takes out 3 enemies in one swipe. You should be okay with that and forgo the penalty. I'm thinking a small screen after teamkill to select whether it was a tactical move or a dickmove.

The penalty: 1min added to your next revive time for each teammate killed during that life; 5min penalty if you kill someone on your next life.

EDIT: Revenge gain will need to be tweaked too if this is in effect.

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