Old Renown rank system
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- Posts: 1781
Re: Old Renown rank system
Someone has screens of the System?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
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- wargrimnir
- Head Game Master
- Posts: 8387
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Re: Old Renown rank system
I posted an image in the last Dev Diary if you wanted to look it up. Should be in the News section not too far down.Daknallbomb wrote:Someone has screens of the System?
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- Posts: 1781
Re: Old Renown rank system
Found it ty
As i understand it you have to put 20 points to get the next Level and so on...
That would be rly cool
As i understand it you have to put 20 points to get the next Level and so on...
That would be rly cool
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
- roadkillrobin
- Posts: 2773
Re: Old Renown rank system
Im working on a renown system sugestion wich is basicly a hybrid of the two. Will post later.

- roadkillrobin
- Posts: 2773
Re: Old Renown rank system
So here's my suggestion to a renown system thats a hybrid of the two. It's based on Archetypes playstyles
Each step costs 1 renown point and you have to go from left to right.
Melee power (Crit = Melee crit, Defend = reduced to be defended)
Magic power (Crit = Magic Crit, Defend = reduced to be defended)
Ranged Power (Crit = Ranged Crit, Defend = Reduced to be defended)
Healing Power (Crit = Healing crit, TBCrit = Chance to be crit)
Armor peircing (Crit = Ranged and Melee Crit)
Melee mage (Crit = Magic and Ranged Crit)
Dodgy (TBCrit = Chance to be crit)
Tanky (Arp = Armor piercing)
If i forgot any Archtype playstyle please remind me.
Each step costs 1 renown point and you have to go from left to right.
Melee power (Crit = Melee crit, Defend = reduced to be defended)
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Last edited by roadkillrobin on Tue May 23, 2017 9:07 am, edited 1 time in total.

Re: Old Renown rank system
The problem with this thing besides from having to skill for stuff you don't need, is that high rr people will have an even bigger advantage over low rr guys because they can skill the actually useful things. I think too high crit changes are a problem but mostly on just some classes (esp. does with crit dmg tactics) and not all of them. Balancing the overperforming classes when they have to much crit would be the better option in my opinion.
- roadkillrobin
- Posts: 2773
Re: Old Renown rank system
Well having higher renown should give more effects if min maxing. If you make the good stuff the cheapeast, and scale it down as you rank up just, means the higher rank players are able to get both the good offensive and defensive tools wich is basicly the system we have now.
And I don't understand whats you mean with "Skill for what you don't need" or what you consider usefull in the first place.
And I don't understand whats you mean with "Skill for what you don't need" or what you consider usefull in the first place.

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- Posts: 1781
Re: Old Renown rank system
The only Thing that rly is a wish from me is that you Cant go for 9% crit Bonus + reselute defenses + cleansing Winds + ( forget The Name) faster run proc at the Same time
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- th3gatekeeper
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Re: Old Renown rank system
Yeah this would be really cool if you play RDPS... if you play melee classes, youll feel the brunt of that one - being unable to pick up disrupt/dodge via renownDaknallbomb wrote:Found it ty
As i understand it you have to put 20 points to get the next Level and so on...
That would be rly cool
Actually I think it should all be diminishing returns. So the first points spent give the greatest advantage. Issues arise when you have linear or increasing returns.roadkillrobin wrote:Well having higher renown should give more effects if min maxing. If you make the good stuff the cheapeast, and scale it down as you rank up just, means the higher rank players are able to get both the good offensive and defensive tools wich is basicly the system we have now.
And I don't understand whats you mean with "Skill for what you don't need" or what you consider usefull in the first place.
I dont understand why we are advocating for MORE restrictions in this game.... There already isnt very much diversity. We have a handful of "sets" that largely everyone wears... There isnt much diversity with gear choice. We have 1 "BIS" jewelry set (Genesis) that beats out almost any other combination. We have a handful of small weapon options... We have 3 Mastery trees that we can (generally) get almost 2 of the 3...
"Choice" is already limited. Now we want to restrict renown so people have to waste 20 points on some bull stats?!? Why.....
This goes back to what I said in another thread. There is only ONE way to make someone do anything. They have to WANT to do it. Now, we can force people to buy stats - be blocking off everything and anything good until they blow 20 points on stats.... OR.... Why not look at the underlying reason people dont buy stats and instead jump to "all the good stuff".
Well it seems obvious to me. People dont buy stats because stats give a HORRIBLE return for investment. Not just that, but its completely linear 4:1....
If you create a diminishing return system - JUST like there is for things like Parry or Block or Crit.... People have more legit options.
We didnt "force" anyone to do anything, but now people will (of their own free will) choose stats, because they believe the return for those points are a better investment.....
You didnt add more stats, you merely made earlier points, give a higher return per 1 RR. This wouldnt mess with anyones current build, but now we start to open up more OPTIONS....
If you asked me... Things like "sets" and "set bonuses" are really lame and should be removed IMO. They are too restricting. Each piece should merely give stats and that is all. You start to mix and match stats on gear, for your desired build. So just like we have now, some pieces would be crit focused, some "parry" or "block", etc. Some would have Melee Power or other various stats. This is off topic a little but we need more choice, not less..
TLDR: Trying to "force" people to buy stats with renown is a bad idea. Why not look at "why" people dont buy stats and instead modify the return, so stats are as viable an investment as anything else. We need to promote choice and diversity, not remove it!
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- Posts: 1781
Re: Old Renown rank system
th3gatekeeper wrote:Yeah this would be really cool if you play RDPS... if you play melee classes, youll feel the brunt of that one - being unable to pick up disrupt/dodge via renownDaknallbomb wrote:Found it ty
As i understand it you have to put 20 points to get the next Level and so on...
That would be rly cool
Actually I think it should all be diminishing returns. So the first points spent give the greatest advantage. Issues arise when you have linear or increasing returns.roadkillrobin wrote:Well having higher renown should give more effects if min maxing. If you make the good stuff the cheapeast, and scale it down as you rank up just, means the higher rank players are able to get both the good offensive and defensive tools wich is basicly the system we have now.
And I don't understand whats you mean with "Skill for what you don't need" or what you consider usefull in the first place.
I dont understand why we are advocating for MORE restrictions in this game.... There already isnt very much diversity. We have a handful of "sets" that largely everyone wears... There isnt much diversity with gear choice. We have 1 "BIS" jewelry set (Genesis) that beats out almost any other combination. We have a handful of small weapon options... We have 3 Mastery trees that we can (generally) get almost 2 of the 3...
"Choice" is already limited. Now we want to restrict renown so people have to waste 20 points on some bull stats?!? Why.....
This goes back to what I said in another thread. There is only ONE way to make someone do anything. They have to WANT to do it. Now, we can force people to buy stats - be blocking off everything and anything good until they blow 20 points on stats.... OR.... Why not look at the underlying reason people dont buy stats and instead jump to "all the good stuff".
Well it seems obvious to me. People dont buy stats because stats give a HORRIBLE return for investment. Not just that, but its completely linear 4:1....
If you create a diminishing return system - JUST like there is for things like Parry or Block or Crit.... People have more legit options.
We didnt "force" anyone to do anything, but now people will (of their own free will) choose stats, because they believe the return for those points are a better investment.....
You didnt add more stats, you merely made earlier points, give a higher return per 1 RR. This wouldnt mess with anyones current build, but now we start to open up more OPTIONS....
If you asked me... Things like "sets" and "set bonuses" are really lame and should be removed IMO. They are too restricting. Each piece should merely give stats and that is all. You start to mix and match stats on gear, for your desired build. So just like we have now, some pieces would be crit focused, some "parry" or "block", etc. Some would have Melee Power or other various stats. This is off topic a little but we need more choice, not less..
TLDR: Trying to "force" people to buy stats with renown is a bad idea. Why not look at "why" people dont buy stats and instead modify the return, so stats are as viable an investment as anything else. We need to promote choice and diversity, not remove it!
Dont get me wrong there. Rd + cw + run should be awaible But not together with crit offensiv deffed Things what ever you like. That has nothing to So with rdps . One of These Things or mayb two avaible is okay But not all three + full crit or so
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy
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