[Suggestion] Making guard less OP

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ThePollie
Banned
Posts: 411

Re: [Suggestion] Making guard less OP

Post#101 » Mon Feb 22, 2016 2:14 pm

Azarael wrote:Yes.
That bothers me.

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noisestorm
Posts: 1727

Re: [Suggestion] Making guard less OP

Post#102 » Mon Feb 22, 2016 2:14 pm

Something else which in my eyes definitely needs to be changed:
If a Tank is stunned or staggered, his guard needs to be disabled for the duration.
/discuss

Edit: pollie faster - kek
Last edited by noisestorm on Mon Feb 22, 2016 2:15 pm, edited 1 time in total.

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DefinitelyNotWingz
Posts: 286

Re: [Suggestion] Making guard less OP

Post#103 » Mon Feb 22, 2016 2:15 pm

So we have just decided to alter a game defining ability without any evidence of it being op.
Great.
Makes balance changes easier if evidence is not a requirement.
I have plenty of ideas. :)
You know who I am.

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Azarael
Posts: 5332

Re: [Suggestion] Making guard less OP

Post#104 » Mon Feb 22, 2016 2:16 pm

Didn't see where anyone decided anything.

Additional note: the current build will also allow a tank to defend the Guard damage if he's knocked down. Fixing that.

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Tesq
Posts: 5713

Re: [Suggestion] Making guard less OP

Post#105 » Mon Feb 22, 2016 2:17 pm

Spoiler:
noisestorm wrote:
Because a T4 tank with 120% armor (basically 75% flat reduction) on guard dmg would be so balanced : DDDD
because slayer/choppa/mara/we/wh with 45%-100% armor ingore are balanced?

do you know how a 120% armor became after a 45% armor ingore?

66% that is totally not a 75% sy, to have a REAL 75% (cap ) armor damage reduction you needed 140% (with a 50% armor ingore) from armor in 1.4.0

that were around 7734 armor (and it was the HARD CAP of armor holy ****!!)

- take 44% damage from melee/pRdps+ 60% damages from magic caster it's alredy high enough + have to take guard damages that can only be blockparry so if your dps take a fest arrow for 4k in live you rook 2k damages if you didn0t parry/block it..... you all do not really know what you are talk about, and then the fact that to be tanky you need to spec multiple stuff such.

armor, resistences x3, tough, block ,parry dodge/disrupt which is not cost effective in the currently renown system we have.

So not only Damage dealers do more damages due the base system, of armor cap/resistence cap, wep dps + skill tooltips

Thye also have a better efficency in renown.

Damages and heal tootltips in skills need a nerf we not need a guard changes to make the TTK even more lower---> TTK in this game should be made higer--> the higer it is the longer is the fight the harder it became---> the more fun is.


anyway i said it's absurb (by logic) not that i want it, guard is by years the only balanced stuff in game i want 0 changes to that.
Last edited by Tesq on Mon Feb 22, 2016 2:21 pm, edited 2 times in total.
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ThePollie
Banned
Posts: 411

Re: [Suggestion] Making guard less OP

Post#106 » Mon Feb 22, 2016 2:18 pm

noisestorm wrote:Something else which in my eyes definitely needs to be changed:
If a Tank is stunned or staggered, his guard needs to be disabled for the duration.
/discuss

Edit: pollie faster - kek
One does not simply outpace ThePollie. But, yes. I agree. If I disable a tank, then he should be disabled, his impact on the fight removed until the effect ends. Disable a healer, healing ends. Disable DPS, damage ends. Disable tank? Well, guard still happens.
DefinitelyNotWingz wrote:So we have just decided to alter a game defining ability without any evidence of it being op.
Great.
Makes balance changes easier if evidence is not a requirement.
I have plenty of ideas. :)
Being a **** will get you nowhere.

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Azarael
Posts: 5332

Re: [Suggestion] Making guard less OP

Post#107 » Mon Feb 22, 2016 2:18 pm

Imagine if there were some way you could address extremes of minmaxing / damage and Guard at the same time.

That'd be the day!

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noisestorm
Posts: 1727

Re: [Suggestion] Making guard less OP

Post#108 » Mon Feb 22, 2016 2:18 pm

DefinitelyNotWingz wrote:So we have just decided to alter a game defining ability without any evidence of it being op.
Great.
Makes balance changes easier if evidence is not a requirement.
I have plenty of ideas. :)

I have plenty of ideas myself, but that doesnt mean anything gets changed. For now i am personally just stating what i see is and always WAS (on live) wrong with guard. Just because back on live noone (or only a few) complained about certain stuff, doesnt make it balanced and okay as it was/is.

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ThePollie
Banned
Posts: 411

Re: [Suggestion] Making guard less OP

Post#109 » Mon Feb 22, 2016 2:20 pm

Azarael wrote:Imagine if there were some way you could address extremes of minmaxing / damage and Guard at the same time.

That'd be the day!
I heard NASA was experimenting with this machine they've titled "DISCUSSIONS", but it won't be ready for another six years.

dirnsterer
Posts: 199

Re: [Suggestion] Making guard less OP

Post#110 » Mon Feb 22, 2016 2:22 pm

Azarael wrote:The problem cited with Guard was that it lacks real counterplay outside of superpunts, forcing groups to lean upon those superpunts and overvaluing them.

I'm trying to think of some kind of counter mechanism that doesn't cripple the ability and has a cost somewhere else - and allowing people to stack defense penetrators to weaken the effect of Guard seems like a convenient one.
Morale damage does not get migitated does it? That is one common way to burst targets down too.

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