It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
Guard ability suggestion
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Ads
Re: Guard ability suggestion
No, it does not seem. This is a bad idea. Why would you need two tanks then? The meta would shift from 2-2-2 to 1-3-2 or 1-2-3. Half the tanks would be jobless. Please stop trying to fix something that is not broken.
Zputa
Re: Guard ability suggestion
i agree, as i said before. but rather then sit in the thread dunking on OP for 20 pages why not humor him?Ysaran wrote: Sat May 31, 2025 9:40 amYeah, but that's unnecessary. The game is balanced, in the sense the everyone has the same tools. Both side have access to same number of tanks and morals. This game has many problems, but guard is not one of them. Is it frustrating to not be able to kill someone? Yes. Then get a guard and healer for yourself and go be frustrating to someone else.leondre25 wrote: Fri May 30, 2025 11:31 pmi specifically avoiding using the word unavoidable since thats not fun. ignoring all my defense isnt fun. im saying damage from specific abilities that pierces guard. they can still be blocked/parried/reduced etc. just not reduced by guard.
and im not a fan of it either. but if we were to look towards solutions for guard being too strong this is it without actively nerfing tanks.
I X-Realm to the losing team to make them lose harder.
Re: Guard ability suggestion
this would quite literally make tanking so much worse.Battlefield wrote: Sat May 31, 2025 4:32 pm It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
I X-Realm to the losing team to make them lose harder.
- Battlefield
- Posts: 533
Re: Guard ability suggestion
Well, it will be a more exciting game and less boring, on the Order, for example, there are not enough tanks and often scenarios start with a minimum of tanks or without at all.Ysaran wrote: Sat May 31, 2025 5:05 pm No, it does not seem. This is a bad idea. Why would you need two tanks then? The meta would shift from 2-2-2 to 1-3-2 or 1-2-3. Half the tanks would be jobless. Please stop trying to fix something that is not broken.
For warbands it will be fine and tanks will still be needed because they give a lot of utility now as group buffers, absorbs, debuffs, punt etc and they need for the keep defence and sieges.
And most who play this old game are over 30-40 and even 50 years old and everyone has their own life outside of the game.
It's just that the current state of the game is such that if you don't have a friend who is a good tank, it will be more difficult for you to play because the guard is too strong an ability in a group.
You're all thinking like members of the premades...
If devs made that Vigilance/Oppression requires now a shield don't you think that the same should be done with the guard?
Last edited by Battlefield on Sat May 31, 2025 9:41 pm, edited 6 times in total.
Re: Guard ability suggestion
Eh ok, I guess. Than maybe an alternative could be to give tanks an ability to "break" the guard of another tank for X seconds. The ability could have 20s CD, but the CD would decrease to 10s if they are using 2h. In order to avoid tanks having their guard perma broken the ability should give an immunity, I propose immovable.leondre25 wrote: Sat May 31, 2025 5:59 pmi agree, as i said before. but rather then sit in the thread dunking on OP for 20 pages why not humor him?Ysaran wrote: Sat May 31, 2025 9:40 amYeah, but that's unnecessary. The game is balanced, in the sense the everyone has the same tools. Both side have access to same number of tanks and morals. This game has many problems, but guard is not one of them. Is it frustrating to not be able to kill someone? Yes. Then get a guard and healer for yourself and go be frustrating to someone else.leondre25 wrote: Fri May 30, 2025 11:31 pm
i specifically avoiding using the word unavoidable since thats not fun. ignoring all my defense isnt fun. im saying damage from specific abilities that pierces guard. they can still be blocked/parried/reduced etc. just not reduced by guard.
and im not a fan of it either. but if we were to look towards solutions for guard being too strong this is it without actively nerfing tanks.
Zputa
- Battlefield
- Posts: 533
Re: Guard ability suggestion
This is your opinion as for me more horrible current state of the guard, when 2 tanks essentially guard the entire group, swapping guards with massive damage reduction without any cooldown and together with overpowerful healing in this game, it allows players to neutralize incoming damage under healing almost.leondre25 wrote: Sat May 31, 2025 6:03 pmthis would quite literally make tanking so much worse.Battlefield wrote: Sat May 31, 2025 4:32 pm It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
All other examples have been described on the previous pages.
Re: Guard ability suggestion
and thats why we have solutions for these situations.Battlefield wrote: Sat May 31, 2025 9:16 pmThis is your opinion as for me more horrible current state of the guard, when 2 tanks essentially guard the entire group, swapping guards with massive damage reduction without any cooldown and together with overpowerful healing in this game, it allows players to neutralize incoming damage under healing almost.leondre25 wrote: Sat May 31, 2025 6:03 pmthis would quite literally make tanking so much worse.Battlefield wrote: Sat May 31, 2025 4:32 pm It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
All other examples have been described on the previous pages.
(AoE Damage, heal Debuffs, Punts and Knockdowns, coordinated Go moments, Morales).
assuming its a 6v6 played with optimal gear and specs. there should be no issue. is it gonna be a large slap fest? yea pretty much
but you have ways around it. and if you dont..... maybe your team comp just got countered?
But at the tippest toppest tier where 6v6 tankiness can be an issue(im gonna say Ranked SC). maybe the devs need to look into dampening?
I X-Realm to the losing team to make them lose harder.
Ads
Re: Guard ability suggestion
And there comes the true point of this post, you're salty cause pugs didn't guard you but enemy pugs otr perhaps a premade did manage to use guard, it all makes sense now.Battlefield wrote: Sat May 31, 2025 8:19 pm Well, it will be a more exciting game and less boring, on the Order, for example, there are not enough tanks and often scenarios start with a minimum of tanks or without at all.
Alteredheal 85 DOK
Azerrad 80 Sorc
Lumoojatar 71 AM
Azerrad 80 Sorc
Lumoojatar 71 AM
- Battlefield
- Posts: 533
Re: Guard ability suggestion
leondre25 wrote: Sun Jun 01, 2025 12:35 amand thats why we have solutions for these situations.Battlefield wrote: Sat May 31, 2025 9:16 pmThis is your opinion as for me more horrible current state of the guard, when 2 tanks essentially guard the entire group, swapping guards with massive damage reduction without any cooldown and together with overpowerful healing in this game, it allows players to neutralize incoming damage under healing almost.leondre25 wrote: Sat May 31, 2025 6:03 pm
this would quite literally make tanking so much worse.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
All other examples have been described on the previous pages.
(AoE Damage, heal Debuffs, Punts and Knockdowns, coordinated Go moments, Morales).
assuming its a 6v6 played with optimal gear and specs. there should be no issue. is it gonna be a large slap fest? yea pretty much
but you have ways around it. and if you dont..... maybe your team comp just got countered?
But at the tippest toppest tier where 6v6 tankiness can be an issue(im gonna say Ranked SC). maybe the devs need to look into dampening?
The point is that 2-3 players playing the game, having met a full premade, so that they have a chance to at least kill 1 target from this premade, for example, a DPS class, but they can’t now or very very rare because the guard swap with healing almost negates incoming damage.
Or in rvr or in a scenario so that a group without tanks where only dps and healers could stand against the same group but with tanks.
Now the guard breaks all the fun of the game when the DPS class sees the guard on the enemy he changes the target then the tank sees that the DPS is on another target he moves the guard to it and this is terribly annoying and when there are a lot of tanks it's a nightmare.
Only players in voice and in group can play against such mechanics but now half of the players of the server are just PUG, maybe even more !
Because I repeat once again guard reduces damage too much as a permanent bubble without a cooldown and healing in the game is too strong and the combination of these two things break the balance vs random players.
And to balance this pug vs premade the guard ability in the form of an aura with less damage reduction, it's quite acceptable.
Who is online
Users browsing this forum: Ahrefs [Bot], Bing [Bot] and 3 guests