Edit: Disclaimer: This turned out to be alot longer and more angry than I'd initially anticipated, but some of you folks probably like it that way anyhow.
Oh no no.
The renown rewards initially (possibly still?) posted is what I was referring to. I happened across the armor links some time after I made that post, and Don updated his orginal post with those links.
Anyway, from what I've seen, someone behind the wheel decided that average ttk (time to kill) is too short in the current system. I would argue that it's just right or maybe a hair too long already, particularly when looking at higher ranked players. As higher ranked players are the ones most directly and strongly affected by the proposed Renown Reward changes, ttk should increase, and in some cases be infinite. The problem, especially at first glance, is really not a big deal because the tanks who spec out for it will lose dps (See: Hardy Concession). Upon closer inspection though, it becomes obvious that the reduced damage output doesn't affect outgoing heals, and thus makes this line of RR Rewards perfect for a healer. WPs and DoKs tough to kill now? What if you CAN'T crit them (unless you're a BW or Sorc, See: Futile Strikes) and your regular attacks deal 15% less damage (Hardy Concession)? I can see the roots of a difficult problem here.
The real issue surfaces in the fact that the dps line of RR Rewards has a proposed nerf lined up: The same point spend for 3% less chance to crit than current, 15 more points for 2% more than current. Combined with the proposed crit reduction ability, this becomes very painful, particularly for classes like WH and WE.
Short Version:
What this all boils down to, in my perspective, is longer fights where equally geared groups of players reach infinite stalemates. Well-equipped, balanced and evenly match groups already have long drawn-out fights that only break by chance or by the exploit of a minor mistake. These fights can be fun, for the first 10 minutes or so that no one dies, then they start to drag on, and the fun factor goes on holiday. Or at least that's how I've always felt about it.
Armor Sets:
I suppose since you mentioned the armor, it's worth bringing up here as well, but only in the context of the proposed RR reward changes. The new armor introduces a new stat: Fortitude. This new stat is described as "Toughness Power", which would essentially function just like Toughness, with no soft cap. Except that it's introduced at seemingly large levels (80, 120, 308 proc). We've already reached the point where a well equipped and coordinated group of rank 70-80 players can have difficulty bringing down a single rank 80 tank. This is an issue that is likely to become more pronounced with this proposed system. The only thing that eases my mind is the greatly increased melee/magic/ranged power that seems to be present on these new sets for dps classes. Will this balance the system out, or, coupled with the dps nerf (and lack of love) in the RR system will this mean hour long battles of 24 vs 1?
I don't know for sure how this all lines up for a live server. Reaching these new high ranks and obtaining the gear will take time, and will certainly be very rewarding for those with the desire to do so. Without access to a test of these new systems and equipment sets I can't make any sort of claim to knowing how they'll function, but my gut tells me it's going to be an issue. You folks know I nay-sayed the defensive DPS Sov armor when it was on test, and I still hold to those feelings even now. These new sets have the potential to take the direction of the Sov gear and increase its' impact many times over.
Some more Bullshit:
I suppose I'm not really in a good position to make any of these comments. My sub ran out at the beginning of the month, so I'm not even a paying customer anymore. The real beef is that I didn't leave because I didn't like the systems or the playstyle, I left because I didn't like paying for a game I couldn't play consistantly. My thought was that when the server issues got ironed out, I'd be back, and up to no good once more. The proposed changes are... disuading. I don't like when the system I enjoyed and was (in my humble opinion) pretty damn good at is kicked square in the nuts, at the expensive of what was fun to me. And that's what my first impression of this glimps of the future is showing me.
» Edited on: 2010-10-13 19:36:23