Spoiler:
We have already had this discussion before with several interesting suggestions.
viewtopic.php?f=8&t=5615
https://returnofreckoning.com/forum/vie ... 15&t=11754
1. Focus CC / Snare 1 Tank then kill his guarded target - move to healers when they are focused on rez / re-heal and the dead target has a debuff. Sometimes you have to focus the strongest DPS sometimes you have to focus the healerbloodi wrote:List them.Tankbeardz wrote:There are lots of other ways to counter guard....it all depends on the coordination of the group.
Do you realize that you basically are saying "Well you can swap targets, you could also swap targets or well, you could burst them while using cc"Tankbeardz wrote:1. Focus CC / Snare 1 Tank then kill his guarded target - move to healers when they are focused on rez / re-heal and the dead target has a debuff. Sometimes you have to focus the strongest DPS sometimes you have to focus the healer
2. Constantly swap to the weakest target and move the battle to the back lines
3. Save morales then coordinate CC and burst them down (Champ Challenge, ID, etc.)
4. If the 2h is squishy enough focus him then his guarded target
5. And on and on..fights are dynamic...not static
This constantly changes throughout the battle depending on how the other group reacts, of course...
Yeah and as Azarael said, it got shut down for the same reasons people are shutting down the suggestions here, because if anything changes the world will end and we dont need change at all.Penril wrote:I agree with Beardz and Peter. If there's gonna be a change to Guard, a Guard-debuff on certain classes would be my choice. 2H tanks preferably.
We have already had this discussion before with several interesting suggestions.
viewtopic.php?f=8&t=5615
https://returnofreckoning.com/forum/vie ... 15&t=11754
So you are dismissing group play in general in favor of nerfs/buffs to suit your particular needs. Gotcha.bloodi wrote:Do you realize that you basically are saying "Well you can swap targets, you could also swap targets or well, you could burst them while using cc"Tankbeardz wrote:1. Focus CC / Snare 1 Tank then kill his guarded target - move to healers when they are focused on rez / re-heal and the dead target has a debuff. Sometimes you have to focus the strongest DPS sometimes you have to focus the healer
2. Constantly swap to the weakest target and move the battle to the back lines
3. Save morales then coordinate CC and burst them down (Champ Challenge, ID, etc.)
This constantly changes throughout the battle depending on how the other group reacts, of course...
This is not lots of ways. This is why we are talking about the change.
Yeah and as Azarael said, it got shut down for the same reasons people are shutting down the suggestions here, because if anything changes the world will end and we dont need change at all.Penril wrote:I agree with Beardz and Peter. If there's gonna be a change to Guard, a Guard-debuff on certain classes would be my choice. 2H tanks preferably.
We have already had this discussion before with several interesting suggestions.
viewtopic.php?f=8&t=5615
https://returnofreckoning.com/forum/vie ... 15&t=11754
People is always clamoring for balance changes and then shutting down any new change.
What i am dismissing is your argument that there is "lots of ways" and your attempt at pretending anyone who argues against your position does it from ignorance.Tankbeardz wrote:So you are dismissing group play in general in favor of nerfs/buffs to suit your particular needs. Gotcha.
The arguement here isn't that you can't kill someone with guard, but rather guard itself is too strong for the amount of counterplay it has.Tankbeardz wrote:1. Focus CC / Snare 1 Tank then kill his guarded target - move to healers when they are focused on rez / re-heal and the dead target has a debuff. Sometimes you have to focus the strongest DPS sometimes you have to focus the healerbloodi wrote:List them.Tankbeardz wrote:There are lots of other ways to counter guard....it all depends on the coordination of the group.
2. Constantly swap to the weakest target and move the battle to the back lines
3. Save morales then coordinate CC and burst them down (Champ Challenge, ID, etc.)
4. If the 2h is squishy enough focus him then his guarded target
5. And on and on..fights are dynamic...not static
This constantly changes throughout the battle depending on how the other group reacts, of course...
You are completely missing the point. I hate to digress..to "this is a L2P issue"...but this is an issue of group coordination and skill that a nerf bat won't fix -- no matter how many times you swing it.bloodi wrote:What i am dismissing is your argument that there is "lots of ways" and your attempt at pretending anyone who argues against your position does it from ignorance.Tankbeardz wrote:So you are dismissing group play in general in favor of nerfs/buffs to suit your particular needs. Gotcha.
You didnt list lost of ways, you just said you could swap targets or burst them down through cc. One of them relies on the enemy not being coordianted and the other its just what we are suggesting, the guard should be weaker if cc comes into the field.
You also have snare, KD, Stagger, Champs Challenge...to name a few.The only thing that removes guard from a target is moving the tank out of the 30ft range it has, and the only thing you can do to that end is a super punt which only Knight/Chosen/BG have.
In a 6v6 situation where the only thing you are presented with is 2 guarded MDPS and 2 tanks, there isn't exactly a squishy target to swap too, going into the back lines takes time and is easily seen what your purpose is, guard will be swapped. healers will kite, etc...
Guards effectiveness is much more pronounced in say 6v6 than it is in ORvR warband vs Warband, or say your average mish mash group of pugs in a battle for praag or temple of isha.
Again back to the point that changes to gaurd will have different effects on certain areas in the game.
You have to get off this idea that attacking a guarded target is wrong. That idea only works if you play against pugs. And you left IB punt off your list too, no idea why really. At the highest level of 6v6 most kills are made thru guard, because the tanks are good at swapping guard and the debuffing and focusfire is really strong.Jaycub wrote: In a 6v6 situation where the only thing you are presented with is 2 guarded MDPS and 2 tanks, there isn't exactly a squishy target to swap too, going into the back lines takes time and is easily seen what your purpose is, guard will be swapped. healers will kite, etc...
Guards effectiveness is much more pronounced in say 6v6 than it is in ORvR warband vs Warband, or say your average mish mash group of pugs in a battle for praag or temple of isha.
Again back to the point that changes to gaurd will have different effects on certain areas in the game.
What?Tankbeardz wrote:You are completely missing the point. I hate to digress..to "this is a L2P issue"...but this is an issue of group coordination and skill that a nerf bat won't fix -- no matter how many times you swing it.
You are replying this to a post with a quote where you are doing it, are you serious? I will copy it again for good measure:Tankbeardz wrote:When did I ever dismiss your argument by stating that I am right and you are ignorant?
If you are going to feign ignorance, at least delete the quote.Tankbeardz wrote:So you are dismissing group play in general in favor of nerfs/buffs to suit your particular needs. Gotcha.
This may be the last example of how a debate works, you are just repeating the same thing while i refute it and you cover your ears. Hell, you went and said it again to Jaycub like in the next post like nothing was ever said to you.Tankbeardz wrote:This is how a debate works. Your turn.
None of this even works if the target just stands near the Tank, which he should be doing anyway.Tankbeardz wrote:You also have snare, KD, Stagger, Champs Challenge...to name a few.
He is not saying is wrong, he is saying that the only counter to a guard is either punt or burst.Vigfuss wrote:You have to get off this idea that attacking a guarded target is wrong. That idea only works if you play against pugs. And you left IB punt off your list too, no idea why really. At the highest level of 6v6 most kills are made thru guard, because the tanks are good at swapping guard and the debuffing and focusfire is really strong.
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