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[Suggestion] Making guard less OP

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Mez
Posts: 730

Re: [Suggestion] Making guard less OP

Post#211 » Tue Feb 23, 2016 3:48 am

Azarael wrote: Not only does Guard treat every attack that comes through it as able to be blocked and parried (regardless of your orientation or the attack's typing), but you receive your maximum possible defense against it; to put it another way, Guard is an attack against your frontal cone from an enemy with strength zero and no strikethrough stats.
Somehow I know I'm gonna get sucked into this thread. I'm late to the game but just wanted to point out the damage is more like a mechanic in my mind, similar to a backlash or damage from wild gambit or funnel power etc. It's not really an attack. First point I wanted to say is you are receiving a ton of damage because it's based off the crappy armor/ resists and toughness rolls of the pathetic dps you are probably guarding and as a tank, guard damage is the fastest way to get absolutely nuked. In this way, I would argue it's fine having the ability to defend it. Also, if you want to be a guard-bot, throwing your whole toon into avoidance seriously nerfs your ability to do damage or assist. This takes you out of the fight greatly, and your opponent can easily make your existence useless with a snare,punt combo vs you. Also, switching targets away from your radius is the best way to render you a waste of space.

Secondly, are you confirming secondary stat usage is now in the game? My last conversation with you in game couple months ago, weapon skill contributed zero to parry, strength contributed zero to chance to be parry redux, block rating contributed zero to blocking etc etc etc. Is this now changed? Does .getstats accurately report these affects on your character?
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Mez
Posts: 730

Re: [Suggestion] Making guard less OP

Post#212 » Tue Feb 23, 2016 3:51 am

Drak wrote:Annaise’s claim to have levelled a tank to 40/90 without dying from guard damage (page 3 of this thread) was so ridiculous that I gave him some mock applause. But the tone of his comment was a bit annoying:

"And lol at people who say that a defensive tank has to worry about dying from guard damage. Any tank that has a shield or has stacked parry is very unlikely to ever die from guard damage unless they are truly careless AND have no healing. I played my SM to 40/90 in AOR and died from guard damage once."

But then today I realised he was telling the truth, sort of.

Annaise, weren’t you in Richard Warhawk’s guild, the one that farmed empty servers everyone else had left when servers merged? Didn't that guuild spend 3 weeks, twice, taking empty keeps from which Mythic had removed even the NPC defenders?

Enough time wasted my rdps has to be levelled in case guard does get nerfed. OP dps AM ftw!
I think a great deal of people leveled to 90 guarding mailboxes.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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Mez
Posts: 730

Re: [Suggestion] Making guard less OP

Post#213 » Tue Feb 23, 2016 4:04 am

Image
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

Cornerback
Posts: 246

Re: [Suggestion] Making guard less OP

Post#214 » Tue Feb 23, 2016 5:36 am

A full def tank that can survive tons of guard damage but does nothing but guard and CC is a wasted slot anyways.

Why do you people take this as a basis to discuss guard? Seems like some ppl are butthurt because they can't kill guarded/healed targets without a decent grp.
But as stated earlier, this is mostly a l2p issue.
~~ Guild leader of Elements & Elementz ~~

Order: Grombrindal (IB), Gromsson (Engi), Dwaini (RP), Snobbi (Slayer), Khadgar (BW)

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Nameless
Posts: 1407

Re: [Suggestion] Making guard less OP

Post#215 » Tue Feb 23, 2016 5:47 am

guard effects healing by such way so gheal from dok/wp is mostly enough to keep your group up, hence hurting ST healing and making it subpar. So guard is one of the major reasons that helps to keep the meta toward dok/wp healing
Mostly harmless

K8P & Norn - guild Orz

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Godzip
Posts: 10

Re: [Suggestion] Making guard less OP

Post#216 » Tue Feb 23, 2016 5:59 am

Most people dont even know the meaning of assist. Much Tanks (even with def gear) die earlyer then the guarded grp member under assist. So why should guard be changed? to makes it easyer for premades? Thats nonsence...
Godzip WH :!:
Xdent RP :?:
Godzips BW :twisted:

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arthur2k
Posts: 98

Re: [Suggestion] Making guard less OP

Post#217 » Tue Feb 23, 2016 7:47 am

Just close this tread already, its full of bullocks.
Karak-Norn Destruction, we öwnd.

Annaise16
Posts: 341

Re: [Suggestion] Making guard less OP

Post#218 » Tue Feb 23, 2016 8:22 am

Drak wrote:Annaise’s claim to have levelled a tank to 40/90 without dying from guard damage (page 3 of this thread) was so ridiculous that I gave him some mock applause. But the tone of his comment was a bit annoying:

"And lol at people who say that a defensive tank has to worry about dying from guard damage. Any tank that has a shield or has stacked parry is very unlikely to ever die from guard damage unless they are truly careless AND have no healing. I played my SM to 40/90 in AOR and died from guard damage once."

But then today I realised he was telling the truth, sort of.

Annaise, weren’t you in Richard Warhawk’s guild, the one that farmed empty servers everyone else had left when servers merged? Didn't that guuild spend 3 weeks, twice, taking empty keeps from which Mythic had removed even the NPC defenders?

Enough time wasted my rdps has to be levelled in case guard does get nerfed. OP dps AM ftw!
No. I had nothing to do with Richard Warhawk or his guild. I transferred to Badlands from Gorfang on the day the transfers opened, so I missed farming the empty server as well.

Congratulations on joining Soulcheg in making a bunch of incorrect assumptions about me.

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Annaise16
Posts: 341

Re: [Suggestion] Making guard less OP

Post#219 » Tue Feb 23, 2016 8:30 am

Azarael wrote:I accept that as proof (Shield of Reprisal). Knockdowns will no longer cause defense checks to be bypassed.

Yeh. A toon that was knocked down was always able to parry and block (and probably dodge and disrupt as well, tho I rarely played rdps so I don't recall this). It is why, as a melee toon, you always attacked a prone target from behind, the same way that you would attack a normal target.

Bretin
Posts: 929

Re: [Suggestion] Making guard less OP

Post#220 » Tue Feb 23, 2016 8:37 am

Yet Warhammer is probably the only game with a real tank archetype when it comes to PvP. He can protect and peel for his group. Guard is a huge factor of this and should not get touched at any point unless the OP or any person asking for it is able to provide evidence. Atm i can't see that happening.

The current time to kill is already fairly low, especially when playing order. I doubt that will change in “our” super late game, which is miles away anyway. Range dps were benefited already quite a lot in the latest game update. They will scale pretty well into t4. No need to benefit them more. Note: rdps is by far the easiest to play archetype (low risk/high reward). Considering the fairly low defense values in t4, the available pocket items and renown abilities, i fail to see how any buff to them - and that's what it is - would be justified.

On the other hand zergs would get another advantage over groups. Great, right?

If you really want to pug down this game on paper: keep going. Destroying a working meta system can be so easy. All you need to do is giving voice and attention to the wrong people.

It's getting really hilarious that all these threads are allowed to stay open. I know we live in 2016, have free speech (hi murica i know you love me for this) and that RoR is a community project but honestly: WAR's meta is working well. Having 1k people online daily - most of them in PvP - should be a proof. Spare me this "dis is alpha" and "we can test" bs. We're not testing a new game, we're recreating a already working one. Gimping it down by implementing stuff like this shouldn't be a goal.

I suggest to create a requirement for these kinds of discussions. The requirement is called evidence. If the suggestion does not have any, the topic gets closed. Easy as that.

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