@OP
-ok you have a 2h sword with 0 parry rate and 20 rr invested in parry
-now you have a shield with 400 block rate and 20 rr point invested
you have the same parry on both spec, and in 1 case also some block aswell, guess what you had traded 20dps from 2h into 1h to have those 400 block rate from shield into the other hand...
conclusion if 2h are really that amazing, s+b can spec the same as described above.
-if not you are wrong as s+b is better
-if yes you are wrong again because 2h is not better, is the same so there should eb no guard difference....or rather s+b mastery should get a fix.
aka you are wrong anyway...stop beat the dead horse you cant say one spec block the otehr spec parry with same renown poitns they both spec parry and s+b is slight better while 2h do slight more dmg. the rest is spec preference and yes ppl will spec more block as it give additional benefith, such as being punt less or be less pressured unlike a 2h.
Telen wrote: ↑Thu Mar 28, 2019 12:28 pm
Nekkma wrote: ↑Thu Mar 28, 2019 12:22 pm
Yes, but why? Do snb tanks not feel enough tanky? Or do you advocate for a snb offensive tank build?
I'd reduce guard avoidance so snb retain their avoidance levels and 2h is slightly reduced but keep their 50% guard. I just think the 25% guard reduction is taking a hammer to the issue.
Yes additive means more guard avoidance for snb. Instead of nerfing the **** out of 2h guard. buff snb.
I dont like nerf balancing. I like buffs as that doesnt piss everyone off.
additive would be crazy, most of tank would reach between 80-100% avoidance vs melee and all will have 100% vs ranged in the current sich, just think gogin around with a 40% block in sov then add 18% parry from renown and 25% from sefl buffing (40+18+25= 83%), now 40% with 45% from htl and 18 from renown (40+45+18=101%)
Yaliskah wrote: ↑Thu Mar 28, 2019 3:53 pm
....
in live it has always worked as a melee attack, if you have the will to look at all tanks you see they all have block and or parry in abbundance all over their mastery, only few have disrupt increase and none have dodge incease. This is exatly to allow a easy guard mitigation, lack of dodge is because bal skill based class do les dmg than int one.
The problem of 2h tanks is NOT easy guard mitigation: GUARD MUST BE EASY BECAUSE IT ALSO NEED TO WORK IN RVR AND ALL PLAYSTILE MUST BE VIABLE BOTH 2H AND S+B IN ANY SCALE.
-->you are trying to fix the wrong problem
2h in sc take healable dmg if focussed just like a s+b-->this is the issue when it happena 6 vs 6,
if it's a 12 vs 12 it's alredy a bit different story because the burst is higher, but the game has NEVER being designed for 6 vs 6 in core meccanic, yes we does have a small scale but this dosent mean you have to nerf the whole guard because in 6 vs 6 the 2h are prevalents.
What distinguish s+b and 2h is 20 dps more on 2h than have block rate on shnields and just that. This is the level (core level) we are talking to; ALL OTHER DIFFERENCE ARE AT MASTERY FLOOR /"GRADE/LEVEL" and dosent have anything to do with the base core level.
-core level (archtype stuff)
-mastery level (mastery addionals such tactics and skills)
-morales level (offensive vs defense morales)
if you take the time to compare the 2h bg left mastery vs the s+b mastery of IB you will see that there is a problem!!!!
moreover if you are really convinced about 2h have a dps problem then the left masterys of all tanks should be fixed to not bring MORE dmg than what mid and right can (stuff you had over patch history done (mean team here)), by bind skill with good dmg potential to 2h or increase the dmg potential of left mastery when it was low exept on ch/kobs/sm. Or either you remove any bind to 2h and s+b and let anyone spec as he want on left mastery and mid mastery.
-A good starting point would be un-nerf some bind to 2h for some skills or 2h advanateg vs s+b.
-some masterys just require buff and fix and you need someone to do that, point! you can pick me or @road or anyone with 9/10 game expereience with the game for what it does matter at this point but god take someone which had a very long concrete expereicenw it the game, so far we had aza , someone that stop play the game half way in live for what i got and torque which i never knew what experience had ... you dont let balance the game to ppl like this not because i "hate" em becaus this is not the smartest thing to do point.
what i wrote here are all the problems the game is in dire need of a general fix (aka this shoudl be a priority list if you know the game for what it is)
-lack viability of 2h in wb/orvr exept BG (exept gank and kite)-->it's due to masterys
-lack of viability of s+b in sc/small scale exept kobs (just ppl prefer 10% off crit than 5 and 5 and due punt..)--->it's due to mastery
-useless of def morales vs offensive one ( it's due to def morales)
-bad 1200 m2 assignation to some classes.
-bad morales scaling
-IB mid mastery dead
-bg right mastery dead
-kobs right mastery dead (unless stag and 1 tactic make it alive ingoring everything else).
-chosen mid AND left mastery dead
-Bo mid mastery dead
-BO op left mastery panic button (**** sake vigilance gone in retirement after had saw it) usable even in s+b (when there is one to fix instead..)
-Choppa core viable , all mastery spec mediocre
-slayer the only melee using an aoe build in small sale (guess why?)
-mara 100% GoM /slayer 100% rampage-->OMG.....
-mara/slayer still king of the chainfood and can be used 2x in any small scale
-inconsistency between st CD increase and aoe CD increase ( same value, aoe should be half the st as any other aoe stuff in game)
-inconsistency between group CD decrease and aoe cd increase (same value but 6 target vs 9 )
-Wl mediocre aoe build
-WH no aoe build
-WE no aoe build
-still using heal based on dmg pretending they cant work THEY CANT (my god..)
-heal dps mastery are 4 fun
-magus/engi mid mastery still lacking
-dps having access to the same tanks KD durations...
-still some ap higher than what skill does on some classes
-IB/CH/Sorc/engi excluded from a balanced CD readuction killed their aoe or aoe potentiality
-abbundance of gap closer aka the game has became "hello jumping kitty" in some cases (aka alpha strike had became more and more prevalent in some group configurations or in open world sich where you cant estimate well anymoe the spatial difference between you and enemy; and this is something extremly bad for the game and unfun):
-....
and i probably forgot something too.