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[Suggestion] Making guard less OP

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Bozzax
Posts: 2645

Re: [Suggestion] Making guard less OP

Post#81 » Mon Feb 22, 2016 1:45 pm

Isn't the hit being avoided/migrated/absorbed ... before damage is made to guard hit (raw damage)?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Azarael
Posts: 5332

Re: [Suggestion] Making guard less OP

Post#82 » Mon Feb 22, 2016 1:46 pm

Yes, it is raw damage.

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Tesq
Posts: 5713

Re: [Suggestion] Making guard less OP

Post#83 » Mon Feb 22, 2016 1:47 pm

Do you ppl really see how much damages are in game currently?

Tank stay alive? --> what's the problem they are tank--> they suppose to die last being eable to keep being focused by the whole realm in the front lines.
What you call them tank for otherswiese the name point to be durable not to be supporters (which is something they are but this is not league of legends)

Unkillable ppl under guard----> bring 50% heald debuffin sc and 25% heal debuff in wb/ stag enemy healers.

Then there are currently problem with 2h tanks guard and you want make em take EVEN more damages?

It's alredy absurd that tank cannot reduces damage by guard you then even want make it badder?
A 50% damage remove component is needed as logn there is a so low TTK st and so much strong Aoe spam in game.

ANY guard nerf will kill wb play ---> or make it even more FULL retarded more damages burst eliminating every strategic components from the game.
Last edited by Tesq on Mon Feb 22, 2016 1:50 pm, edited 3 times in total.
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Bozzax
Posts: 2645

Re: [Suggestion] Making guard less OP

Post#84 » Mon Feb 22, 2016 1:48 pm

Azarael wrote:Yes, it is raw damage.
My point is off/def stats, avoidance, migration, absorbs modify the "initial" hit on the guarded target before it turns to damage and is affected by guard.
Last edited by Bozzax on Mon Feb 22, 2016 1:51 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Soulcheg
Posts: 936

Re: [Suggestion] Making guard less OP

Post#85 » Mon Feb 22, 2016 1:49 pm

Azarael wrote:
Soulcheg wrote:Oh nice. You just actually said "ok, i agree, let's nerf guard".

Go, kill the half-rotten corpse of WHO again. Make it session game, like LoL or DotA. Sorry.
If you have nothing constructive to post, go away.
What constructive one can say in a absurd thread like this? You want that i start to suggest in which way we should nerf core tank abilitie, on which based almost whole gameplay of this game? I have already posted every construtive arguments i had - you can deal with guarded target in dozens ways, it's not guard, it's people who can't understand abilities they have. What can i say more? Why we start this discussing this thread at all? I truly don't understand. Guard was from the closed beta-tests of EU WHO, why you suddenly want to change it? That' really disturbing.
[RU]GreenFire. //Grimward/Albiona/Edwin/many others
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ThePollie
Banned
Posts: 411

Re: [Suggestion] Making guard less OP

Post#86 » Mon Feb 22, 2016 1:50 pm

Tesq wrote:It's alredy absurd that tank cannot reduces damage by guard you then even want make it badder?
What?

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Soulcheg
Posts: 936

Re: [Suggestion] Making guard less OP

Post#87 » Mon Feb 22, 2016 1:52 pm

Tesq wrote: ANY guard nerf will kill wb play ---> or make it even more FULL retarded more damages burst eliminating every strategic components from the game.
It's sad that people "i'm-a-proud-solo-player" can't understand it, i guess they want pure deathmatch, with insta respawn, where they can run like headless chickens, and get their "fun"
[RU]GreenFire. //Grimward/Albiona/Edwin/many others
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Tesq
Posts: 5713

Re: [Suggestion] Making guard less OP

Post#88 » Mon Feb 22, 2016 1:52 pm

not only that guard is something very warhammer specific, you just end change the whole system....

fix and improvement are welcome and also class balance and more class cyrcle around the party/wb set up but not change of core funtionality of the game which make it called warhammer.

Something must remain from the original direction of the game otherwise is just like anyother pvp game around >(which suck exatly cos there is no "guard" skill).
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Azarael
Posts: 5332

Re: [Suggestion] Making guard less OP

Post#89 » Mon Feb 22, 2016 1:55 pm

Bozzax: I'm not talking about making Guard's DAMAGE scale - I'm talking about allowing the attacker's strikethrough and offensive stat to affect its defense chance.

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Druin
Former Staff
Posts: 1120

Re: [Suggestion] Making guard less OP

Post#90 » Mon Feb 22, 2016 1:57 pm

ThePollie wrote:
Tesq wrote:It's alredy absurd that tank cannot reduces damage by guard you then even want make it badder?
What?
I think he wants guard damage to be mitigated by the tanks armor/ resistances.
Pretty much always afk or tabbed out.

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