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[Suggestion] Making guard less OP

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dirnsterer
Posts: 199

Re: [Suggestion] Making guard less OP

Post#131 » Mon Feb 22, 2016 3:11 pm

noisestorm wrote: wb vs wb ... Rly? Having 4-8 DDs potentially focusing on one target is no foundation of any discussion either.

There is no need for any video proof of guard being op, because the numbers (even now a chosen has 20% block and about 70% parry) alone should tell you that it is.
2 dps is what we usually needed to take down targets during premade vs premade styled setting. 3 dps naturally is better but then you sacrifice a tank for that spot.

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Luth
Posts: 2840

Re: [Suggestion] Making guard less OP

Post#132 » Mon Feb 22, 2016 3:12 pm

Guard is indirectly OP for some other reason:
It makes burst damage "grouphealable", which is another reason why 2/2/2 with 2x groupheal spammer is so valuable and very stable (better than it should be with 2x wp/dok vs single target damage). Dunno how to fix this though.
Last edited by Luth on Mon Feb 22, 2016 3:13 pm, edited 1 time in total.

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mursie
Posts: 674

Re: [Suggestion] Making guard less OP

Post#133 » Mon Feb 22, 2016 3:12 pm

Soulcheg wrote: How long you guarded mailboxes in warcamps- not interesting.
lmao - taking all names out of the discussion... this image is pretty hilarious.

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noisestorm
Posts: 1727

Re: [Suggestion] Making guard less OP

Post#134 » Mon Feb 22, 2016 3:16 pm

dirnsterer wrote:
noisestorm wrote: wb vs wb ... Rly? Having 4-8 DDs potentially focusing on one target is no foundation of any discussion either.

There is no need for any video proof of guard being op, because the numbers (even now a chosen has 20% block and about 70% parry) alone should tell you that it is.
2 dps is what we usually needed to take down targets during premade vs premade styled setting. 3 dps naturally is better but then you sacrifice a tank for that spot.

You miss the point. It is not about making the guardee easier to kill or whatever. I had enough 6v6 fights myself, but the point is that the guarded target dies while the tank pretty much still is at 80% HP+ because he literally can ignore all the guard damage in the first place.
Last edited by noisestorm on Mon Feb 22, 2016 3:16 pm, edited 1 time in total.

tomato
Posts: 403

Re: [Suggestion] Making guard less OP

Post#135 » Mon Feb 22, 2016 3:16 pm

Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.

Sounds great to me.

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noisestorm
Posts: 1727

Re: [Suggestion] Making guard less OP

Post#136 » Mon Feb 22, 2016 3:16 pm

tomato wrote:Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.

Sounds great to me.
See above.

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mursie
Posts: 674

Re: [Suggestion] Making guard less OP

Post#137 » Mon Feb 22, 2016 3:17 pm

saupreusse wrote: you managed to make it sound harder than it actually is.
You both are right - in principle the tasks required shouldn't be that hard. In reality, few actually do it well. It takes a different mindset than a dps and since the majority of the classes are dps and most people (even tanks and healers as they level up their own toons) play as a dps at some point.... turning that switch off and playing the role properly by working to make the dps roles function better is something many many just can't do.

dirnsterer
Posts: 199

Re: [Suggestion] Making guard less OP

Post#138 » Mon Feb 22, 2016 3:22 pm

noisestorm wrote: You miss the point. It is not about making the guardee easier to kill or whatever. I had enough 6v6 fights myself, but the point is that the guarded target dies while the tank pretty much still is at 80% HP+ because he literally can ignore all the guard damage in the first place.
That is true with truly deftardy tanks in the very end sure. But I can point out also the fact that there is some point to also bring out tanks that are not 100% deftards, and then this starts to fluctuate again. To the point where they can take quite a plenty of damage. Why would anyone do that? Well to bring more dps on the table for example to assist with. This issue also could be paired into this game having horribly effective aoe healing.

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Tesq
Posts: 5713

Re: [Suggestion] Making guard less OP

Post#139 » Mon Feb 22, 2016 3:22 pm

noisestorm wrote:
There is no need for any video proof of guard being op, because the numbers (even now a chosen has 20% block and about 70% parry) alone should tell you that it is.
ye and also i have 67% dodge/disrupt in hold the line but % here on ror extremly badder than on live

i had 70% at rr100 so here in ror at t3 i should get even lower hit but it's quite the opposite. My defenses get bypasses a lot more than on live, ( 3-4/10 hits vs 6-7/10 here) % calc need a recheck.
Last edited by Tesq on Mon Feb 22, 2016 3:24 pm, edited 1 time in total.
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tomato
Posts: 403

Re: [Suggestion] Making guard less OP

Post#140 » Mon Feb 22, 2016 3:22 pm

noisestorm wrote:
tomato wrote:Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.

Sounds great to me.
See above.
I've seen a lot of tanks dying from guard dmg.
If the tank goes full deftard, why shouldn't he be able to sustain through guard dmg?

Nerfing guard would make ranged dps completly broken.
It would buff senseless aoe spam.

But I haven't read all of the 14 pages, so excuse me if I missed your suggestions.

I was merely giving my opinion on a general guard nerf.

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