My IGN: TheBluePickle
Suggestion: In free-for-all PvP, it's very difficult to go on a killstreak against players of equal PvP skill. If you beat someone in a fair match, your health is most likely going to be low. This makes it extremely difficult to get another kill in your current life (as long as the other player is of equal or higher PvP skill, of course). To promote more killstreaks and to balance out PvP, I suggest we make it so that your health is completely restored when you kill a player. This also will lessen the power of teams, which are pretty powerful in free-for-all PvP. This will also help players have a fair chance of winning a fight when someone ambushes them after getting out of a fight.
Edit 1: A great idea another user here had was to reward the user with the amount of hearts of damage he did to a player when they died. If you dealt 50% of damage to a user when they died, you get 10 hearts (five full hearts). Pick the option you like best.
Edit 2: Last option is to give the user a regeneration effect that lasts until he gets full health.
Suggestion: In free-for-all PvP, it's very difficult to go on a killstreak against players of equal PvP skill. If you beat someone in a fair match, your health is most likely going to be low. This makes it extremely difficult to get another kill in your current life (as long as the other player is of equal or higher PvP skill, of course). To promote more killstreaks and to balance out PvP, I suggest we make it so that your health is completely restored when you kill a player. This also will lessen the power of teams, which are pretty powerful in free-for-all PvP. This will also help players have a fair chance of winning a fight when someone ambushes them after getting out of a fight.
Edit 1: A great idea another user here had was to reward the user with the amount of hearts of damage he did to a player when they died. If you dealt 50% of damage to a user when they died, you get 10 hearts (five full hearts). Pick the option you like best.
Edit 2: Last option is to give the user a regeneration effect that lasts until he gets full health.
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