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healing renown in orvr

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Luth
Posts: 2840

Re: healing renown in orvr

Post#11 » Sun Jan 22, 2017 10:06 am

Telen wrote: By the argument that everyone should join a group and renown rewarded is meant to be spread across a group then renown for deathblows need to be cut for solo dps. Its not a fix because it was intended to be this way just as dps getting deathblows solo get full renown.
The solo DD has a way higher risk when compared to a solo healer who runs behind the zerg and just HoTs every target around (same situation in scenarios ofc). The problem is that it is far easier to get renown out of the "healing pool" than out of the "kill-pool".
I don't know how it works in detail atm, but if the solo healer just pulls 1/6 out of the pool when compared to a healer in a full group (rather than the same amount is rewarded and his renown is cut to 1/6), it should be still possible to get the same amount of healing, if there are no other healers around; it would be just slower and less unfair.

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flintboth
Posts: 440

Re: healing renown in orvr

Post#12 » Sun Jan 22, 2017 10:53 am

Warhammer online Age of reckoning was a RvR game, this mean Realm versus Realm, this mean the Realm first, a Realm include all style of play : Warband versus Warband versus Group versus Group versus Solo versus Solo... and all you want... These to attract the maximum of players as possible.
Now RoR, Return of Reckoning is a Group game (warband included in term "group") first for some obscures reasons or not.
This mean, in future, players from the same Realm will have less and less interactions than players who are in same group and all mecanics will work for that to encourage players to play in group.
Like you mentionned for RR gain for solo healer, because " the Group" need group heal !
As solo players on red lake today is a big challenge but fun is always here and I don't need anything more than my green Character to enjoy the game.
I m not here for medals, RR, rewards, stuff... just to have some fun with and against the Warhammer players ! WAAAGH !!!
Last edited by flintboth on Mon Jan 23, 2017 11:43 am, edited 1 time in total.
monkey 079 (test failure - escaped)

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Dogstar
Posts: 57

Re: healing renown in orvr

Post#13 » Sun Jan 22, 2017 11:13 am

So this is why healers get very little RR now. maybe increase the RR contribution from group heals rather than removing solo healing contribution all together. this way it is more beneficial to be in a group forcing players to play in a group while letting those who was to solo to do so.

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Loans
Posts: 414

Re: healing renown in orvr

Post#14 » Sun Jan 22, 2017 11:39 am

If i remember right even in the past on live healers took low renown compared melee dps. That's why they balance in this way i guess

Sulorie
Posts: 7460

Re: healing renown in orvr

Post#15 » Sun Jan 22, 2017 12:19 pm

Telen wrote:
wargrimnir wrote:We want healers in groups and not solo leeching renown. Everyone should be in groups and not solo leeching renown. It's a group game, and they're not hard to find.
Zergs arent hard to find. Groups are hard to find.
This is so true. :cry:
Dying is no option.

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Jaycub
Posts: 3130

Re: healing renown in orvr

Post#16 » Sun Jan 22, 2017 12:58 pm

Loans wrote:If i remember right even in the past on live healers took low renown compared melee dps. That's why they balance in this way i guess
MDPS should get a nice modifier for playing in this RDPS dominated world :^)

As for healing renown out of party, problem was if you had a brain you pretty much got WAY more renown solo healing in ORvR than you did if you joined the PUG warbands. So you had people avoiding playing with and strengthening the realm to the best of their ability (lack of group buffs, group heals, and most importantly the UI and structure).

However I'll say from my experience, the problem still exists just now it's RDPS classes. I haven't joined a pug warband on a RDPS unless I was gonna be near AFK. You can get SO MUCH more RR just embedding yourself in the zerg as a solo player and kill stealing / spamming useless AoE.

At keep defenses I can just sit on the wall, pick some guy I know can kill something and assist him. If i do ~30-60% of the damage on a target with AAO it's not rare to get ~1-4k RR a kill and 100% of anything that drops if I get the DB. A couple kills like that and you are looking at the same renown you'd get in like an hour of messing around in a pug warband.

I don't know if i feel bad for these people that mostly do pug warbands, or if this is what they deserve for being "casual" players who knows.

RR isn't perfect right now, but I don't think giving gobs of renown to out of party healers is gonna solve anything. Nor do I think the devs are gonna want to spend a bunch of development time finding some perfect medium.
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Kalidore
Posts: 23

Re: healing renown in orvr

Post#17 » Mon Jan 23, 2017 2:29 am

i do however think it needs to be re-evaluated in terms of how it is calculated. I have been in a pug scenario many times where i ended up being stuck solo with 2 other grps, or solo with another 6 man, and we will get 20-30 kills as a whole, but I will show up contributing to 0 of them. So I do not believe whatever calculation in place is calculating contribution correctly. If I heal someone solo from 10% to 100% while they are getting trained on, and that person survives, and we pick off a few overextenders in the process, you would think I'd get SOME type of contribution from that.
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dontcomplainx
Posts: 91

Re: healing renown in orvr

Post#18 » Mon Jan 23, 2017 3:29 am

Telen wrote:
wargrimnir wrote:We want healers in groups and not solo leeching renown. Everyone should be in groups and not solo leeching renown. It's a group game, and they're not hard to find.
Zergs arent hard to find. Groups are hard to find.
+1 for that

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Dabbart
Posts: 2251

Re: healing renown in orvr

Post#19 » Mon Jan 23, 2017 5:20 am

Most peoples RR sucks also. Don't forget how often you get soldier or lesser medallion drops from kills... At a guess, I would put the amount of targets over RR50 at less than 50% of the lakes on avg(easy check, search the Who's Online by Renown 100 per page. Only a few times have I ever seen it go beyond the first page before I am in the low 40s). This leads to far lesser RR gains in general.

On Live, solo WP spaming MB was some of the best RP farm you could do. That was bad. Getting nearly nothing from solo healing is also bad(opinion). Saying, "form a grp" doesn't always work, unless what you actually mean is "open a wb for random PUGs to join". In which case, I would use the stated dislike of zerging mentality as a counter argument. Not to mention, currently, the best way to farm RP is to duo as a healer and DPS. Drop as much AoE as you can against the Zerg, steal a few KBs and watch those purple numbers fly in. I fail to see how this helps establish the "group" element at all.

The logic of a solo healer getting the same(1/6) RR contribution as if partied is strange, considering A, not all parties are 6mans, and B, they are the only ones this is being applied too. Going out solo entails risk(actually going out into the lakes at all. You can be in a full WB and get Zerged), I don't care what your class is. That solo DPS class actually has a chance to kill something, the Healer is relying entirely upon others to do the killing. Not to mention the DPS can use RR abilities/pots to heal/protect themselves. A DPS healer tends not to be able to heal effectively, and also places themselves in the DPS pool, which from running with my Z in random DPS spec I can tell you gives far more RP. This is a bad thing, as it grealy pushes people towards playing DPS if they don't have a "proper" group, or a team that they actually WANT to play with.

TLDR: Imo, All solo players should face the reduction in RP gains, or none of them. Put the same reductions(1/6th of total) on everyone for DPS and healing, whether they are in a full 6man or not. While we're at it, change the Loot drops to same as Lair Bosses(IE which ever party did the most damage gets the loot).

Btw, all wand waving stuff. Obviously not terribly important, and this is all real easy to talk about w/o knowing the actual work that would be entailed to input/Debug something along these lines. Getting to RR40 takes very little time in a halfway decent group. Once the RR soft-cap gets released, I doubt I will find it any more difficult to attain higher RR ranks.
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Telen
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Re: healing renown in orvr

Post#20 » Mon Jan 23, 2017 7:23 am

Luth wrote: The solo DD has a way higher risk when compared to a solo healer who runs behind the zerg and just HoTs every target around (same situation in scenarios ofc). The problem is that it is far easier to get renown out of the "healing pool" than out of the "kill-pool".
I don't know how it works in detail atm, but if the solo healer just pulls 1/6 out of the pool when compared to a healer in a full group (rather than the same amount is rewarded and his renown is cut to 1/6), it should be still possible to get the same amount of healing, if there are no other healers around; it would be just slower and less unfair.
With only one healer in the top20 of renown and it being almost only dd classes many of who solo zergsurf then there is a clear disparity. Solo healers are under no less risk than rdps hiding in the zerg. On live Id always heal people out of group that needed it. Here I might aswell ignore them and dps. I dont as Im not a douche but there really is no reward for doing it and I miss out dbs and tons of renown for helping realmmates. Really this issue promotes bad gameplay as you have everyone chasing dbs as its the only way to get renown instead of doing whats best for their realm.
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