u/CheemBorger

Possible snowballing reduction fix: Base renown on effective damage dealt instead of kills

I’ve played games like Rumbleverse (R.I.P., most fun I’ve ever had) that reward kills based on how tough the opponent actually was.

Right now, the winner gets to cap points, clear soldiers, and snowball feats while the player who just respawned comes back with almost nothing — even if they nearly won the fight. It feels unfair.

What if renown on kills was based on the effective damage you dealt, ignoring reductions from enemy perks and feats?

Example:

  • Killing a Peacekeeper = renown for 120 damage.
  • Killing a Lawbringer with Bastion + Second Wind = renown for (140 + 30) × 1.1 = 187 damage needed to actually kill him.

High-health heroes and damage-reduction perks would finally carry a real risk/reward instead of being pure advantage. Players might actually take fights instead of avoiding heavy perk havers owning the zone.

I think a lot of people would love this change. I'm pretty sure it would even out the odds of ugly balanced teams where one side ends up with all feats and another with T1-T2.

I would very much love to see it on testing grounds and I'm 99% sure it would be success.

reddit.com
u/CheemBorger — 6 days ago

Can we adjust colors, position/size/stretch/rotation of patterns/symbols and amount of symbols on our characters just as we can with emblems? That would make the customization peak.

u/CheemBorger — 11 days ago