First off a few new features should be added.
1: Daily Victory Bonus
A daily quest that gives a flat reward similar to the objective quests for each mode but much simpler.
AA: 150 Honor + 30 Lisent U
CD: 100 Honor + 4 Venrune [locked]
DP: 75 Honor + 2 Plutorune [locked]
CoU: 100 Valor + 1 Plutorune [locked]
HoO: 125 Valor + 30 Lisent U
SoD: 150 Valor + 4 Venurune [locked]
SC: 200 Valor + 1 Nepturune [locked]
Explanation of Rewards I picked;
Team Rewards for PvP:
Being on a victorious team will reward you with
AA: 125 Honor
CD: 75 Honor
DP: 75 Honor
While being on the losing team will reward you with a consolation award of
AA: 50 Honor
CD: 25 Honor
DP: 25 Honor
In order to be applicable for these rewards, you must have been actively participating. Any lapses in activity could result in forfeiting your awarded participation points.
In need of attention:
Knights internal structuring through skills, passives and itemization does not evoke a fair reward. These characters are being subjected to a System that only rewards Damage and Healing, while their class role and what their class was designed around as a concept, was taking damage and protecting team mates. They excell or atleast compare to no classes which this reward system was designed to award for efforts.
The following should be done.
Knight:
Taunt cast procs [Valiant Defender] system. For the next 5 seconds, all damage taken is tracked.
(damage taken / max HP)*1.5 = Honor Point.
Example figure:
damage taken: 35,757
Knights max HP: 34,698
Awards: 1 point [1.5]
damage taken: 56,354
Knight max HP: 34,698
Awards: 2 points [2.4]
Additionally, casting Protection on an ally has a chance of rewarding 2 points.
Obviously these are very slight off-sets. But I feel could contribute enough to encourage Knights to play more often, and feel rewarded for their role.
Lastly we need an 'Assist' tracker.
Each time an enemy is KO'd within 10m of your character, you are flagged as an 'Assist' in the KO.
Assist points should reward the same as Kills but at a 50% reduced rate.
For now, I feel that would encourage a large diversity, and almost demand teams to play as a unit. As it is now, it's entirely a style of 'every man for himself' and the only reason anyone get's heals is because that's just how Clerics get the points. There really is very little encouragement to work as a team and move as a team.