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Re: [Balance] - Reduce the cost of Influence rewards all rou

Posted: Sun Mar 06, 2016 4:03 am
by Vl4ddy
navis wrote:I think that RvR Influence (and all influence rewards) to be drastically reduced to a more normalized level.
The reasoning behind this thought is made of several concerns:
- the power of most Influence gear is not at all strong in comparison to other 'set gear' and PvP scenario weapons
- the RvR Influence gear is ideal for player new to the Tier, therefore it should be easy to acquire after 1 or two keeps MAX
- this is going to help a lot with balance for players who have utter crap gear and are up against full Devastator gear.

Bear in mind I am aware that some 'reward increasers' are not present in game which could double the gains.. I think a 4X overall increased rate would be ideal. 4X-2X=2X increased gains.

best
I wish I could thumbs up this a thousand times. Seriously, with as little actual PvP that happens in ORvR and everyone playing doorhammer, reduce the influence needed and implement a higher drop rate of medallions from keep defense or attack while there are players defending/attacking. This way you get people to actually fight eachother to help them gear up, and people don't just leave a defended keep to go take an empty one in another zone.

Re: [Balance] - Reduce the cost of Influence rewards all rou

Posted: Sun Mar 06, 2016 4:15 am
by Gachimuchi
Vl4ddy wrote: I wish I could thumbs up this a thousand times. Seriously, with as little actual PvP that happens in ORvR and everyone playing doorhammer, reduce the influence needed and implement a higher drop rate of medallions from keep defense or attack while there are players defending/attacking. This way you get people to actually fight eachother to help them gear up, and people don't just leave a defended keep to go take an empty one in another zone.
Well as for the medallion part the devs said they should have loot bags working soon and that should alleviate the problem of gearing for NA players. I just wish they had removed medallion drops from scenarios when they implemented loot bags, and not before. Out of 20+ solo kills in RvR I've gotten about 2 medallions. But I digress.

Yes the influence rewards could use some reduction in the amount of influence required because not everyone has easy access to a small 6 man premade to defend a keep with vs a few warbands with the rest of your realm absent.

Re: [Balance] - Reduce the cost of Influence rewards all rou

Posted: Sun Mar 06, 2016 5:37 pm
by navis
greenstoned wrote:not sure how u got so many medaillions for so little influence
Biggest thing is that for Inf it is only for the zone you are in. So that roughly divides INF by 3 right of the start.
It could be that with the improvements of Keep Defense and Keep Assualts that Inf gains will be increased (likely).

@Tentonhammer - I don't see any crit helms in my rewards at T3. Only 1 cloak with 1% reduce chance be crit/reduction to be disrupted. Oh and a 1% crit glove in T2.

@Torq.. Sounds about right.

Re: [Balance] - Reduce the cost of Influence rewards all rou

Posted: Sun Mar 06, 2016 5:44 pm
by Razid1987
I think they should be buffed instead. I don't mind that it takes time to get them, as long as they are worth it. As it is now, they aren't worth it. They should be on level with Devastator in T3 instead, imo. Right now, they are pretty much just a short temporary upgrade. Once you get Dev/Boundless, they are out the window.

Re: [Balance] - Reduce the cost of Influence rewards all rou

Posted: Mon Mar 07, 2016 6:02 pm
by Sizer
There needs to be rewards for empty keeps again (not as high as for defended ones, but more than you get now) so people who play in off hours have a chance to do something other than scens, and so people who like to defend keeps also have someone to fight in those same hours.

That one change pretty much killed NA rvr, and made influence/medallions impossible to get outside of primetime. Pretty sure its proven to not have worked, so why not revert it now.