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DPS spec tank/healer Hypocrisy

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lilsabin
Posts: 619

Re: DPS spec tank/healer Hypocrisy

Post#61 » Sat Apr 29, 2017 4:07 am

th3gatekeeper wrote:
Aurandilaz wrote:Honestly Guard mechanic works just as fine as in the past. Nothing has changed in it over the years. Either the tank and the guarded player stick together, or they don't.

There is no "viscous cycle of rerolling because guarding sucks, then mdpsing sucks, then 2hloldpsing suck", no.... people switch according to mood. Most of the playerbase have a dozen alts in T4 condition already. No one is locked into one specific role, and the same players play both sides and all different combat positions.

As for what makes 6mans so effective... it's not just about guard changing.
It's about TRUST. The dps knows that the tanks will do their best to save them, and tanks know the dps will do their best to kill the enemies so the whole team gets renown and the healers know that the others will pull back if their backline is threatened, and they know the tanks will even guard them if needed. Building trust takes time, and it can result in perfect team synergy. That's the biggest difference between a proper 6man and random PUG parties. The other is a unit that has taken months of training to perform flawlessly, trusting one another, and the PUG is just some people who have ended up at the same place and time together. Heck, a good boisband will play effectively even if both tanks are loldps mode, and if their healers are doing damage and healing both.
Its like you didnt read my post man... I never said the mechanic "didnt work" I said that it isnt how players want to play MMOs and we have learned this over the past decade... Or atleast most of us have learned....

This ALL goes back to my initial question (maybe I didnt ask in this thread) but "what is the target audience of this game?"

This is key to identify. If the audience is "Live WAR players - to re-live Live days" then kudos. We have done it, and one could argue it better or worse than LIVE.

If, on the other hand, we want ROR to be BETTER than WAR, and we want ROR to excel and have bigger population (one of the big problems IMO) then we should re-evaluate WHY people leave... I can tell you a MAJOR MAJOR reason. It isnt "lack of gear" its because (in the words of a good friend who recently rage-uninstalled) "This game SUCKS for solo play". Why? Because he was a MDPS, in NA times who didnt want to feel like the only times he could play ROR were when his guild was on, or if his friend were on and to coordinate play times.

Right now, some of the "core" mechanics of the game (like Guard) basically REQUIRE players to play in groups. Mdps NEED tanks who NEED healers and normally I say "this isnt a problem" however something like Guard - you cant control.

Look, I will put it in the words of Crowfall DEVs who did an in depth study on what players want. It all boils down to TWO types of gameplay:

- soft touch
- hard touch

Hard touch is your typical "Raid" idea. It basically requires other players, requires "scheduled play times".

Soft touch systems are games that basically DONT require you to play with other people.

Right now, ROR is like 90% Hard Touch. The only real "soft touch" system would be like solo grinding pots or something... I dont consider "solo-Q" a "soft touch" when the mechanics of the base game - like Guard - basically REQUIRE a tank/dps heals.

This is why people roll Melee Doks or DPS healers or DPS 2h Tanks - these "hybrid" rolls - becuse they are the least "DEPENDENT" as you can get in the game. A DPS Healer (like Shaman or AM) can be a back line RPDS and sustain themself at the same time.

Melee DOk - DPS + Self heals. Etc.

They get to do "2 of the 3" jobs.


Also, my argument is thus:
- in premade groups, guard is swapped to create a positive "QOL" for all players.
- in PUGs and solo play, guard isnt even used to create a VERY negative "QOL" fpr most players.
- if Guard mechanic were changed so it didnt require "swapping" it wouldnt affect premade groups (who, with 2 tanks always have guard on whoever is getting hit).
- if guard mechanic were changed so it didnt require swapping, it WOULD affect solo Qers or PUG groups, creating a much better QOL for everyone.


Premades didnt "lose" anything. The game would play EXACTLY the same: The "Anti-guard" is Punt.
PUG groups, now have a much much better mechanic for ALL players to avoid damage - stick by your tank.

The only people I have met, who disagree with this are people who are in large guilds (EU players) who never have a shortage of people/friend to play with. But what this basically is, is creating a "cool kids only" social group, and what you have seen constantly are people on the "fringe" of these social groups (guilds) quit the game because its not fun to log in at 8pm or 9pm PST (NA time) and have nobody be online. People want to get on, play with friends, and have FUN. Not feel they need to "try hard" 24/7 by finding a 2-2-2 group etc etc.

Sadly, as someone said on the previus page, I doubt the DEVs are open to discussing or changing such a "core" mechanic. However the evidence is clearly there. How often do people rage about DPS tanks or healers? How often do we see threads "DPS Chosen Build" etc pop up.

Plain and Simple: Making Guard an aura that didnt require "swapping" would NOT decrease or impact the "highest level play" but it WOULD impact the "lowest level play" in that it would make ROR a much better experience for everyone. Especially if it provided some "selfish" benefits to compensate for taking increased damage (like giving the tank 10% greater chance to defend from all attacks as one example). The only other thing you would need to adjust are "reflects" to add an ICD to prevent from reflect builds being the new "META".

Now, who WOULD be affected by this change? The "Mid Level" Premade groups that already struggle with PUGs or who WANT an easy PUG win against PUGs. But what I think the focus should be are the highest level play and the "worst experience" players get in this game (which happens FAR too often).

This really is a black and white thing. This would be a far better way of doing Guard, HOWEVER if the goal isnt "making the best game" but rather "a niche game for old WAR players" then it doesnt matter what is "better" it only matters "what LIVE was like".

The general outlook of the team on the game leans progressive, not conservative. We intend to make changes to some areas of the game. We are not interested, at all, in hearing about how this violates your nostalgia or senses of traditionalism and conservatism. Much like the real world, there are wide differences of opinion in how we should progress, and we will not yield to those who disagree with us being disruptive in an attempt to change our way.

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dansari
Posts: 2524

Re: DPS spec tank/healer Hypocrisy

Post#62 » Sat Apr 29, 2017 4:10 am

I don't know why you're raging dude. I've seen melee doks take top damage and close to top healing in scs before. Hell I've seen a very talented RP friend (Fisk I think) take top dbs. Last night my guild ran three tanks, 2dps, 1 heal in scenarios and I healed for 66k on my SM with the two heal tactics slotted. The game has versatility, and I'm glad it does.
Last edited by dansari on Sat Apr 29, 2017 4:15 am, edited 1 time in total.
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wargrimnir
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Re: DPS spec tank/healer Hypocrisy

Post#63 » Sat Apr 29, 2017 4:12 am

lilsabin wrote:
wargrimnir wrote: The issues you're having with DPS tanks is separate from guard, that's just bad players doing what they do.

lol , so , u are implying that all those poeple runing BO , SM , CHOSEN , KOTBS etc. whit 2 hands ( focusing dps) are bad players because they decide to go a route that is different from what their "ARCHETYPE" mean ?....lol , and that is something coming from one of the game devs. ( some of you people need to take some management course to know how to deal with situations) . REMOVE THE OPTION TO GO DPS OR 2 HANDS THEN AS A TANK OR HEALER... there problem solved , just give them tanks guard and cc skills , and those healers healing abilities . After all , you are doing this project for your personnal achievement right ? :) :)
When a tank goes full DPS and ignores using Guard or any of the defensive tools they have at their disposal it makes for a bad experience all around. It is still quite possible to use a 2h, and Guard, and your defensive tools. Players who refuse to do this are gimping themselves and making it hard on their team.

It's a rather complex game where each class can be played in many different ways, but in the end if you're looking to be a full DPS class, just play one of the full DPS classes. Otherwise, you should expect to fulfill your archetype when it's called for.

These issues are separate from the mechanics around Guard.
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lilsabin
Posts: 619

Re: DPS spec tank/healer Hypocrisy

Post#64 » Sat Apr 29, 2017 4:24 am

as OP said , the problem is not activating guard , but , making sure that the guarded target is close to the tank guarding him at all time , PLUS , you have to monitor other teamates healthbar and situation to know when and to whom u should change the GUARD on , as if it wasnt enough , you have to monitor the enemy and know when to KD , punt , interrupt or use other CC . DOOD , this is too much for some one who just log to spend some fun time ( during 1 or 2 hours) ...of course for organised group or people who knows each other ( 6 man) it is easy (THEY KNOW EACH OTHER PLAYSTYLE) ...pug is a reality , not everybody wanna spend time in chat trying to for a balanced group , because it take times we dont have ( it s sad but it s true)... i recall when MMOs started to become a thing , we would take an entire week end or saturday after noon and night planing our teams to play . Now in 2016 , we dont have time for this anymore . Is it to much asking to think about a system that ll be good for someone who wanna enjoy the game 2 hours a day or a week . AT LEAST TRY SOME POLLS AND SEE WHAT PEOPLE WANT. :)

lilsabin
Posts: 619

Re: DPS spec tank/healer Hypocrisy

Post#65 » Sat Apr 29, 2017 4:25 am

2017*

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ragafury
Posts: 684

Re: DPS spec tank/healer Hypocrisy

Post#66 » Sat Apr 29, 2017 5:11 am

lilsabin wrote: Is it to much asking to think about a system that ll be good for someone who wanna enjoy the game 2 hours a day or a week . AT LEAST TRY SOME POLLS AND SEE WHAT PEOPLE WANT. :)
wargrimnir wrote: We're not looking to make this game any more casual and easy than it already is.

I'm not sure where you got the idea. If anything, we're targeting issues with classes that make them skill-less. BO and SM are difficult classes. Fun, challenging, and rewarding when you can get it right. Chosen and Kobs are pretty meh classes, because auras make up 80% of their usefulness. We plan on getting rid of those auras too, and making them more targeted.

Guard is not complicated to understand, or difficult to use. It's supposed to be a bit clunky to swap Guard because it makes a huge difference to the players you're protecting. It takes practice to get used to, and it's rewarding when you do it well.
I think this is leading nowhere.

And I like Wagrimnirs statement actually.

And what I'm implying from your post is just a request to make a archtypes role autopilot so you can roll your dps rotation with out putting any effort to guarding a target. so basically you want to be a tanky melee dps who doesn't need to care about overextending or bad positioning with an high arsenal on cc, debuff and utility. seems legit.

I'm out.
Last edited by ragafury on Sat Apr 29, 2017 6:04 am, edited 1 time in total.
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Drudge
Posts: 34

Re: DPS spec tank/healer Hypocrisy

Post#67 » Sat Apr 29, 2017 5:33 am

I think I struck some nerves with this post but its pretty clear to be exactly as i thought. Tanks are clearly hated more for stepping out of role and i think it stems from the tanks themselves. Tank alts are jumping into pugs and bashing other tanks on being lazy and not good at something that they take great pride in being good at on their mains.

"Oh so you think you can just run around with that 2h and not guard or cc anyone ya lazy pos"

Dps say me press 3 button me win fight

Healer say me press 1 button me win fight

Tank say me press 1,2,3,f,q,tab,360???,alt??,ctrl2???...... me equip 2her me win fight

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Telperien
Posts: 550

Re: DPS spec tank/healer Hypocrisy

Post#68 » Sat Apr 29, 2017 5:59 am

I just think some ppl are lazy and dont want to learn or put some effort.
And that killed WAR. Laziness. Devs were making game easier and easier, players took advantage of that (exchanging City Siege, sometimes 4-6 times a day, last year noone was banned or even investigated for cheating or exploiting). If u dont imput some effort to something, u wont enjoy it for longer.
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Daknallbomb
Posts: 1781

Re: DPS spec tank/healer Hypocrisy

Post#69 » Sat Apr 29, 2017 6:03 am

And ppl want The Same here... Its a perma cry for Making Things easyier and faster... That sucks
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th3gatekeeper
Posts: 952

Re: DPS spec tank/healer Hypocrisy

Post#70 » Sat Apr 29, 2017 6:04 am

ragafury wrote:
lilsabin wrote: Is it to much asking to think about a system that ll be good for someone who wanna enjoy the game 2 hours a day or a week . AT LEAST TRY SOME POLLS AND SEE WHAT PEOPLE WANT. :)
wargrimnir wrote: We're not looking to make this game any more casual and easy than it already is.

I'm not sure where you got the idea. If anything, we're targeting issues with classes that make them skill-less. BO and SM are difficult classes. Fun, challenging, and rewarding when you can get it right. Chosen and Kobs are pretty meh classes, because auras make up 80% of their usefulness. We plan on getting rid of those auras too, and making them more targeted.

Guard is not complicated to understand, or difficult to use. It's supposed to be a bit clunky to swap Guard because it makes a huge difference to the players you're protecting. It takes practice to get used to, and it's rewarding when you do it well.
I think this is leading nowhere.

And I like Wagrimnirs statement actually.

And what I'm implying from your post is just a request to make a archtypes roll autopilot so you can roll your dps rotation with out putting any effort to guarding a target. so basically you want to be a tanky melee dps who doesn't need to care about overextending or bad positioning with an high arsenal on cc and debuff utility. seems legit.

I'm out.
Ummm
What? Nobody wants auto pilot.... Actually doing what I said doesn't mean zero guard effort at all. You still have to be in 30 feet of any party member. And rather than focus on DPS, focus on everything else like position, and debuff, punt, disrupt, kd etc. Guard is just one tool and I think I've laid out the argument well enough... I don't see how anyone can say this game is pug friendly... The only thing that is pug friendly is the single pug SC and even that doesn't eliminate the drastic class inter dependence . You can't play a DPS without a tank... You can play rdps without a Frontline... Etc. Etc.

Wargrimmers 4 tiers of.player is great for a large part of ROR however it fails to address the top tier player who logs in and has none of his friends or guild members online. Trying to.play at these times is extremely frustrating... Trying to play a mdps without a tank is not fun. Trying to play a tank without having a competent mdps is not fun. Trying to play either without a healer, isn't fun.

I actually agree that knight and.chosen are meh. They are boring. I've advocated for a LONG time.for changes and these are my mains... However guard is not the same.

Would RoR work.without guard? No. There is no other single ability you can pinpoint as being this crucial to a game. It's also selfless, not fun, and again, falls solely on the tank to provide. Objectively it's a bad idea to have this high a level of inter dependence on a game that also centers it's combat around a completely selfless unfun mechanic. As I stated, I think.its something that contributed to WARs downfall and imo it's why ROR doesn't have more players. To ANY tier of Wargrimmers player tier system, anyone's ability to play is dependent upon their friends and their guild being 9nline because frankly there is very little if no incentive for solo players to play their roles.

The four types of gameplay sessions that happen in.ROR:
-Casual player who has a short time to play
-Casual player who has a long time to play
-Hardcore player who has a short time to play
- Hardcore player who has a long time to.play.

Then technically all four of these play sessions are also modified by the time of day. Who is or isn't online.

All this dictates what and how the person plays.

We have SCs for short time and RVR or SCs for long times. But the way this game works, is completely geared towards only being able to play if you have other people to.play with. To guard you, heal you, or provide kill power etc.

A certain.level of this is GREAT I'm not saying remove this. I don't think making guard AOE 30 feet, will make anything auto pilot ROFL faveroll keyboard.... In fact you could argue it would increase skill due to punt being even more important as well as positioning yourself as tank to not take too much damage at once by many group members etc.

Point being. It doesn't lessen skill required. But it does make the time of day less important as well as pug and solo play more enjoyable which all builds a healthy community and increases population.
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