After reaching Reputation 70, have the option to ‘reset’ back to Reputation 1. It shouldn’t reset customisation, and should have a special symbol under the laurels of that characters reputation to show they have been reset. This is similar to a prestige from Call of Duty.
Another suggestion is to increase the reputation limit to a higher number such as 100, which means players who no longer want to play their character will play again, and potentially buy more steel packs for different customisation
Leveling and repping up increases loot drop rates, and you get 100 steel for each rep you earn. When that stops, progression stops since getting cosmetics is a large part of the end-game for the community. Having 'max rep' heroes serves as a disadvantage, especially when new armour is released. They should remove the rep cap altogether.Originally Posted by Gaser. Go to original post
Rep cap might be to encourage players to broaden their hero selection, hence the disadvantage of reaching 70 on one character. They also take into account the reps of all characters you have in order to determine skill and match making. Having a rep cap creates a baseline for the game to understand where you should be placed. If they had no baseline to go off of, match making would take longer than it does now.Originally Posted by Soldier_of_Dawn Go to original post
I’d say that instead of messing with the rep caps, they need to be more punctual with rewards and ditch the scavenger loot crates that give you 90% duplicates. It’s gambling and that’s starting to be frowned upon in the gaming industry.
I think it’s interesting that you have a solid price for everything in the game that is effects and emotes based, but can’t flat out purchase armor with steel and have to play non stop and or gamble with the scavenger boxes that bend you over 9/10 times. And that’s only if your character is high enough rep to even find the new armor. Rep 3 and higher. Even then it glitches and won’t show the new armors most the time.
Rep caps have nothing to do with matchmaking. You're matched based on your overall rep, skill, and region. Those are the three filters you see in the top right corner. You also have a hidden MMR and player activity that impacts matchmaking. Those things determine the mm times. I don't see how rep caps create baselines for mm but, yes, they do encourage players to try out different heroes to a point. However, once you're a veteran and have at least 10 reps with each hero, again, the rep caps hurt when you want to return to a hero you haven't used in over a year when new armour is released.Originally Posted by BasicallyBane Go to original post
The main reason rep caps exist was because each rep milestone came with exclusive cosmetics. Many of us want the cap removed since we're not bothered about having more rep-based rewards and our progress won't be halted while we wait for new ones, that's if the devs still want to make those things.
We also don't need rep caps to encourage us to try out new heroes since they are one of the reasons that keep For Honor interesting. With each hero release, a lot of matches are swarmed the new hero and, again, that's nothing to do with rep caps.
Removing the rep cap would be easier than replacing the reward and loot crate system, which you don't have to pay steel for since they can be earned via the faction war or earning Twitch/Azarus rewards.
I don’t really think being max rap is major disadvantage, I can earn gear just fine. (Hell Im sometimes just play to get some gear that dismantle for the Salvage.Originally Posted by Soldier_of_Dawn Go to original post
You don’t really explained how people can see a number going up as a major goal.
Like you only really have to grind to rep 10 for having mostly only legendary to drop after that it doesn’t really matter if you don’t want refined gear.
If you're not bothered by reduced drop rates and no longer earning steel from repping up then it wouldn't seem like a disadvantage to you.Originally Posted by Gaser. Go to original post
The goal is more centred around the reward aspect rather than the number itself but, yes, many do focus on the number for some reason.
While only 10 reps are necessary for legendary drops but if you want the 'Sulphuric Sparks' effect, then you need to grind to 60. After that, that leaves little headroom for each time new armour is released or there's event gear your want since the RNG can be very harsh at times. I have three rep 60+ heroes I try to avoid using so if I run out of loot crates, I can grind a bit without maxing them out. It would be nice to use them again without worrying about progression being halted at some point. I don't want to spend longer than necessary grinding for gear and the 100 steel per rep does add up over time.
Hello,
maybe its a good idea to continue increasing reputation for the overall account while playing lvl 70 heroes - the hero still levels up, but instead of changing to 71 - his account is changed to 101 and hero remains lvl 70. This will show his overall progress.
Else if a player has only 1 hero lvl 70 - his rep will still be 70 for several years, while others will have like 300 - 400 rep for many heroes for the same time.
gl hf
Unfortunately, that doesn't address the reduced drop rates or the loss of the steel reward for repping up the hero.Originally Posted by chessboxer_bg Go to original post