Kurasu wrote:
.... then you fight it anyway. This use of 'abandon' is exactly the reason they're making a penalty for running away. This way, people hopefully won't use it as much for 'It's not a rare; I think I'll just abandon and go on to the next'. It gives more people a chance to get the others in the spawn, rather than one person running through.
I abandon a battle for multiple reasons.
NPC Scan goes off, and I deem the Rare more important than the 500 exp. Or I enter the battle, expecting all water types, and a wasp is in the battle with it, and I know that wasp can murder me, etc.
That's a lot of bandages for 7 tamers. Possibly, you might want to consider making up teams that are better able to handle the tamers, instead of zerg treatment?
Jade Forest, Wind Spirit, Kun-Lai, Townlong, Fire Spirit, Dread Wastes, Water Spirit, Krasarang, Valley, Vale, Earth Spirit. That's 11, not 7. I also 2 pet all of them for experience for pets I'm leveling. Sometimes RNG is not on my side, and a moth sleeps me 3 times in a row, or I miss 2 times in a row, etc.
If you had bothered to armory my character, you'd see I have quite the selection of level 25 pets. I have every team for the tamers planned out methodically so that I can 2 pet each of them. (Except the Earth Spirit, as I can't figure out a combo that can 2 pet it, and the only ones I've seen others manage it on involve Blizzard Store pets) Normally, I wouldn't mention this, but I take offense to someone assuming I just zerg everything in a game like I have to go as fast as I can.
And yes, I know I can save bandages by going to stable masters, however, stable masters in Pandaria are as far away from the tamers as you can get in almost every zone.
10 seconds, for me, isn't enough of a debuff for a situation like this. My own thought, originally, was around a 2 minute debuff. Fleeing wasn't made to be a completely penalty-free way of getting what you're hoping for. Instead, it was made to get people out of a battle they knew was going to kill them. I personally think a little damage is a perfect balance for it.
You're going under the assumption people only flee for rares. I ONLY have 5 more pets I even need rares for. Wild Jade, Golden Hatchling, Scourged Whelpling, and 2 others I can't remember. However, I DON'T forfeit when they aren't rare. Why? Because if they drop a stone, then I wouldn't need to hunt the rare.
There are many reasons someone can forfeit. The MAJOR one is helping someone. Do you REALLY think I'm going to abandon a battle that damages my pets to help someone else? My sincerity goes out the door if it inconveniences me to the point I have to spend more time recuperating. I have no trouble stopping to help someone track a rare hunter spawn. I have issues HURTING MY PETS to help someone get a rare.
If I run into another rare Gilded Moth in 5.2? Sucks to be anyone who needs one. All 3 of the Rare Gilded Moths are being beaten by me for EXP (Sure, I could just beat the one and tell everyone else where the rares are, but after all, with Blizzard's logic, I wouldn't want to be helpful, now would I?). This is counter productive to the whole forfeit respawns the pet thing they're adding. It's being done to help players help others. But by causing it to damage us? A vast majority of players would rather take the EXP then help someone else. If I'm going to take damage either way, why the hell would I not get anything out of it?
Do I sound like a douche? Sure. But I don't care. I help people when I can. But when it hurts me to help someone, I will not. Plain and Simple. You find a 5 dollar bill on the ground. Do you keep it or give it to the homeless guy on the street? Most people would give it. Now, what if you knew giving it gets you a ticket from a police officer? Do you still do it? Some people still will, yes. However, the majority would keep it for themselves.
This change is completely counterproductive to getting people to help others.