Sulorie wrote:
I fully agree that supporting actions are not rewarded properly but this is a different topic and not even Mythic got it right.
On the other hand, proper support leads to kills or the ability to keep someone alive and this is rewarded. Just not directly.
It is difficult to evaluate what kind support is useful and worth to be rewarded. Can getting hit at front line and taking damage without any real pressure (depends on the situation) be called tanking?
Some chars are good solo, some only shine in a group. A good tank in a group makes it possible to survive longer and make more kills, generating more rr/xp. Being in a group means all are rewarded for all actions of group members.
You don't see tank actions in combat log like damage and heal but your group members can deal damage and heal more effectively.
You can say playing tank solo is slower and less effective than playing healer or dps, this is true. However this is a archetype balance disparity, which we can't solve without altering the game.
i didn't understand the last part, renow is calculate by server, so every aspect of how renow is assigned can be change based on dev will, it's not something we cannot change, also if we said that all 3 work are equal= 33% to each archtype we can start balance thing, here there are some random ideas:
each class are equal so do damage, cc, takign damage, heal generate the same ammount of renow, mean there are 4 big action that lead to learn renow. You just have to make server pay attention to difference in damage heal and lowered renow from other in party based on cc and damage taken, as a start this can be done using guard, calculate if your partys dps get it, system will assign more renow based on damage came from guard,it will make a proportion from damage done with your dps and your healer, all guard, all dps damage, and all healer heal will be calculate togheter so each member in party will get a a good rewards based on their archtype work. Same as cc if you cc enemy get killed you will get a rewards based on which cc was and how many damage your cc enemy got whill under the effect, there will be max renow contribution and min renow contribution, for exemple a min renow contribution it could be 10% to all, this it's alredy the 60% oall renow gained, mean a 40% it can be assigned based on previous valiues.
Max value can be assigned by 100% renow divided x member of partys, then the result get multiplate for the number of that archtype let's think 3 dps........100 renow / 6 * 3= 50% of renow can be ditribuite to dps, then it took count of cc and damage, so the result's will be split damage to those 3 dps based on those value. The other 50% will be split to healer and tank so there are 1 heal and 2 tank so there is 100 / 6 + 2 and 100/ 6 *1, and here you have max contribution.
I know it's complicate but it's just long not hard