Post#9 » Sun Feb 08, 2026 10:29 am
Interesting topic, I voted for "its just fine"
Not because I think TTK couldnt be tweeked, it could.
But because I actually like Guard to be strong.
When Guard is a strong ability, that also makes punting strong. Which gives pvp-tanking relevancy to the gameplay.
If your friendly tanks succesfully punts away the kill-target's guard that punt is removing a 50% damagereduction effect leading to big killpressure. That is very cool and what makes pvp-tanking being a thing in this game vs just being a tanky bear-druid taking forever to kill but not really doing much (vague example I hope it still holds)
First of all, the survivability in RoR is based round a game TTK where 2-2-2 is the go-to. Four of those six players are supports, where the tanks can contribute to killpressure with armor debuffs, knockdowns, buff removal, punts. on top of their supportive duties which is almost the exact opposite of what I just mentioned with buffs, mitigation, absorbs, challenges/guard.
Just for the sake of the debate, I think its also worth mentioning that Detauns and guards doesnt stack. Which is why DPS are usually guarded as if they were pressing their detaunts they could should eiter stop dpsing to not break that detaunt mitigation, or they would instantly lose their detaunt mitigation by continously dpsing after detaunting. That is why healers most often go tanky, rely more on detaunting, facing any incoming backattacking dps to even further lowering the intake on top of fairly overtuned baseline heal spells (to combat healdebuffs) Healers can continue doing their job while detaunting incoming damagedealers, damagedealers cant.
So with all of that said. I think Guard is fine as if, so is Detaunt and Healdebuffs, CC etc.
What coooould be addressed to change TTK in a pillowfight 2-2-2 where four out of six in each group are supports, would maybe be to reduce the baseline on heal abilities and increase the scaling to push us out of the Armortalisman stacking meta. So faster targetaasist swaps would lead to more pressure. Or making more of the healing per second come from HoTs or have more fragile setbacks on healers when they get dogpiled on.
(counter argument to this would be back when Cities were happening alot more from the RvR community. The feedback I often heard in balanced city instances from Warband players is that they disliked going city because it was often a test of enemy ST groups going around popping healers untill a snowball moment was created. L2P issues for sure but it lead to alot of healers not enjoying the gamemode as they were the maintargets and often exposed as weaklinks)
Previously on RoR there was a massive outcry when the devs suggested 2handed guard to be reduced to 25% instead of 50%.
A wild thought would be to make guard% scale between 25-50% based on for example toughness or wounds brackets. But that might just create a gab between entry levle and BiS tanks. This is why this game is so hard to change balancing on, because it affects Scenarios, pugs vs pug, premade vs premade, pug vs premade. RvR 12man, rvr 24man, rvr zerg vs zerg, lotd, solo etc.
At the end of the day, a full defensive tank only doing Hold the line aura botting is providing 50% mitigation to his guarded dps. But if that same player starts walking around enemy tanks and super punting them to break the enemy guard-range that is a whole lot of offensive pressure while you fulfil the tank fantasy.
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