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.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.
[Suggestion] Making guard less OP
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- Posts: 199
Re: [Suggestion] Making guard less OP
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Re: [Suggestion] Making guard less OP
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.
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.
Re: [Suggestion] Making guard less OP
lmao - taking all names out of the discussion... this image is pretty hilarious.Soulcheg wrote: How long you guarded mailboxes in warcamps- not interesting.
- noisestorm
- Posts: 1727
Re: [Suggestion] Making guard less OP
dirnsterer wrote: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.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.
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.
Re: [Suggestion] Making guard less OP
Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.
Sounds great to me.
Nerf guard->buff uncoordinated play.
Sounds great to me.
- noisestorm
- Posts: 1727
Re: [Suggestion] Making guard less OP
See above.tomato wrote:Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.
Sounds great to me.
Re: [Suggestion] Making guard less OP
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.saupreusse wrote: you managed to make it sound harder than it actually is.
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- Posts: 199
Re: [Suggestion] Making guard less OP
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.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.
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Re: [Suggestion] Making guard less OP
ye and also i have 67% dodge/disrupt in hold the line but % here on ror extremly badder than on livenoisestorm 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.
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.

Re: [Suggestion] Making guard less OP
I've seen a lot of tanks dying from guard dmg.noisestorm wrote:See above.tomato wrote:Nerf guard-> render mdps useless.
Nerf guard->buff uncoordinated play.
Sounds great to me.
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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