roadkillrobin wrote:So what about crit, crit reduction,
What about glasscannons thats now able to get both insane dmg and really good defence?
What about Active abillties?
What i was trying to do was stopping classes from getting both full crits and full power. while still having acess to defensive tools. If you want to spec for power you should need to sacrfice on crits and defence. Thats how all the damn mastery trees are designed to work.
Everything is relative... If I can get 2% crit, or 30 of a stat, thats a lot tougher call than CURRENTLY 2% crit or 12 stat.....
Heck, if thats not a big enough return, increase it! At some point the relative value of 2% crit, compared to stats, is diminished.
Same with everything.. Crit reduction? Well isnt that just Initiative? I can spend 5 points to reduce by 3%, or I can pick up 30 Initiative.... This is part of building your character... You might grab defensive crits 1 (5 points) but then for the next 10 points go with Initiative which would get you 54 initiative (versus currently only 38)..
Also if you make defensive stats easier to get (with my system) so people invest in things like toughness/initiative/wounds it will lessen the impact of those things - like crit.
See? Everything is relative in its impact. I frankly dont care if someone wants to go full deftard CW/RD and still grab 9% crit.... FINE!
AS LONG AS THERE ARE OTHER OPTIONS.
Again I ask, how much stats would YOU need to consider taking stats over CW? 30? 50? 100? There is a "breakpoint" where you would say "id rather have 100 Wounds over CW @ 5 min"... So what is that breakpoint?
Currently you would be RETARDED to take 38 stats (10 RR) over CW.... But what if you got 54 instead? Is that tempting?
This is what I am talking about though - rather than "restrict" and "nerf" and "force" players to do things.... "BUFF" the other areas. If you buff initiative, thats a "crit counter" in a way... Maybe youll see people spending 4 points in Initiative to get 30, versus today they get 16?.... Nobody will spend 4 points for a mere 16 stats....
The OTHER way to do this? Increase the cost of CW/RD/Crit.... Maybe crit should cost 10 points for 3% as Rank 1. 15 points for 4% for rank 2.... Rank 3 (max) can be 20 for 5%!
So now it costs 45 points to get 12% crit versus now its 30 for 9%... So thats a "small adjustmet" which then makes it much more costly to grab CW and RD...
On CW/RD. 10 points might not be enough... Bump it to 15....
So now to get rank 1 CW and rank 1 RD and Rank 3 Crit you would need 75 RR... Boom. Problem solved...
Its all about finding "fair" tradeoffs and cost though.
Right now "stats" are a HORRIBLE return on renown investment. Things like Crit/CW/RD are a GREAT return.
We dont need to "redesign" renown system... merely balance the relative power of the options within the system to make MORE OPTIONS rather than less. Thats my point.