TheScythe wrote:Simplest solution... For a dm it should be 2x kills-deaths. That way if you aren't good enough, you still can make it - but it will take longer
I just want to point out that this would really shift the focus of PvP setups to be tanky as it's better to not die and get a few kills, then to die more often and get alot of kills.
I mention this cause I've always liked being able to outgun people in a head to head fight, one of the reasons I continue to use Crsytal for PvP. So during the CL/PSG, Tanker/Vindi era (Blades also though those I had a chance of killing) there was pretty much no advantages to going with glassy setups. After they were nerfed however I was able to start participating again (though I didn't till this PvP update) because now there aren't 90% of the players using either hit-&-run Vindi CL/PSG, or tank Tanker CL/PSG.
This got kind long and maybe a bit ranty but the point was that kind of change would bring less variety to PvP. As you could only die once but only get 5 kills = 5 K/D ratio, wheras someone in a more damage/glass setup (I'm just using what I would sometimes get in DMs) would be getting say 15 kills but would also have 10 deaths = 1.5 K/D ratio.
P.S. those were just meant to be examples as if you had a really good player going with a less tanky build you'd probably see better numbers. And vice versa for the other, if a really bad player goes tanky they may not even get a kill. They were just some numbers that seemed to be safe-ish estimates for the builds, from my perspective at least.
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