detrap wrote: Sun Jan 10, 2021 2:47 am
nocturnalguest wrote: Sun Jan 10, 2021 1:02 am
@detrap
Look man, bad bait, but im taking.
2h tank can reach a point that it dont need to care much about guard dmg. HP bar barely moves in small scale encounters. True.
Does it mean that you can "walk in" and say that - ow boiz, look (citing you btw):
"It's not fair that 2h tanks are just as hard to kill as snb tanks"
"If you also want more survivability as a 2h have more snb tanks in the warband using htl?"
"It was a great change and better for the game overall!"
All your 3 initial points have been debunked.
No need to overwrite your claims.
Debunked how?
Yes...it's not fair 2h tanks could survive the guard damage as well as snb tanks.
Yes...since tanks have trouble stacking dodge and disrupt with 2h builds, relying on the 45% buff from shield tanks is useful.
Yes...the game is better now that there is more of an emphasis on snb tanks in wb play.
Please list why those comments are incorrect.
Are you arguing for the sake of arguing? I'd like you to answer this specific question singly.
I dont understand what exactly are you trying to achieve in this discussion.
Strenght comes with admitting if you were wrong, learn from mistakes and move on being much more knowledgeable person than before.
Altho i will do as you say and list why even your overwritten claims are incorrect but as i feel you are confusing past and present i will try to do so in context of before the change of guard we discuss and after.
Initial claim #1. 2h tanks are just as hard to kill as snb tanks.
Before the changes you didnt need dodge/disrupt to deal with guard dmg, so 2h tanks were in better place then now but by no means harder to kill then snb tanks. At the moment problem is that 2h tanks are too squishy in large scale. Reasoning why it is not true does not depend on past and present much, so i will sum it up.
In discussion with Ysaran you changed your mind, but i will be still listing, 2h tanks are not just as hard to kill as snb tanks because:
- block works against all attacks and overall best avoidance stat
- most of powerful defensive tactics&abilities gated to shield only or allocated in respective mastery trees so 2h cant reliable benefit from them
Overwritten claim #1. it's not fair 2h tanks could survive the guard damage as well as snb tanks.
2h tanks could not survive the guard damage better then snb tanks because:
- there was parry/block hardcap of 75% for guard, also there was block rating hardcrap of 50% and WS hard cap of 25% (that would be almost never reached as e.g. 1050 str vs 1050 ws would result in only 7,5% parry from WS accounted to handle guard dmg), thus tanks still
could receive
GUARD DMG even thru overstacked avoidance and morales.
- snb tanks could stack both block and parry and there are separate rolls for that in case of guard calculation, so probability to avoid guard dmg was higher with block+parry than just with parry.
So...
Before the Change:
It was perfectly balanced with block/parry avoidance hard cap for guard handling making tanks still suffer from guard dmg.
Your arguments before the change are simply day dreaming. Such things never happened nor they were basically possible, like this one, in particular:
2h SM's did a better job guarding champs as a non champ, better than any snb tank could on order. Because 90%-100% parry (over 200% every few seconds) > than a tank with around 35% block and parry
For guard damage, parry % similar to this is better than most snb tanks.
The quote above is just your wrong theoretical assumption and not what actually was happening.
After the Change:
It is now making 2h excessively suffer for no apparent balance reason. Removal of hard caps on avoidance (i suppose it was simple cause of copy-paste avoidance part of code where there were no hardcaps at least from what is published) for guard kinda compensates but you now have to face 2 aditional damage types without reliable possibility to stack dodge/disrupt to the same level.
Reason for the change is that for Yali it seems "unlogical" that you can parry fireball. As simple as that. So what you made up as reasoning for that change is not actually exists at all.
Other two claims i will combine as they are actually much similiar to each other.
Initial claim #2. If you also want more survivability as a 2h have more snb tanks in the warband using htl?
Overwritten claim #2. since tanks have trouble stacking dodge and disrupt with 2h builds, relying on the 45% buff from shield tanks is useful
Your survivability greatly depends on your group as a whole and each does its part. Before the change 2h could handle guard dmg much better and it lead to healers having lesser pressure on them and DPS were free to DPS instead of mixing in defensive cooldowns. After the change 2h tank creates a pressure on his own group because it struggles to handle guard dmg. Its not even about htl or warbands or snb tanks.
Also its very crucial to notice that detaunt comes first, so if DPS is actively detaunting it will lessen the pressure on tank (guard+detaunt dont stack, detaunt goes first, guard second).
And this is what distinguish good groups of players then each does his job properly and situations which people call "2h not viable" because detaunt from dps was not on time, healer messing up rotation.
Before the change, good group of players could actually do just fine by themselves.
After the change, 2h tanks in large environment become a burden for their group/warband and require more efforts from other people because they are not able to overcome the issue reliatevily putting efforts themselves. It's bad design, surviveability should depend on efforts put by a person playing the class, in this case a tank.
Initial claim #3. It was a great change and better for the game overall!
Overwritten claim #3. The game is better now that there is more of an emphasis on snb tanks in wb play.
It was not a great change at all and not by any means better for the game overall, because:
- it just wrecked chaos with no reason for a somewhat balanced system, not providing any oportunities to overcome (gear was not changed, some class may stack dodge/disrupt, some not etc)
- gutting off entire builds from the orvr game, making them obsolete and unviable and thus killing overall diversity for large scale on
ENTIRE ARCHETYPE (still some classes are able to run 2h in so called random 4 am "end game" where not a single guild able to do a full 24 with proper composition, but larger than 24v24 on a maps like city specificaly there are no space 2h bg, kotbs, chosen, sm or whatever)
And look, its not just me, most basically told more or less same things (kinda surprisingly for RoR forums).
If you disagree with something im all in to further discuss my claims but I strongly advice you to stop cherrypicking and pulling things out of context like you do here for past few pages tho.
Could anything be done to fix it?
Yeah, sure:
1. Revert guard change, bring back old formula
2. Revert nerfs for AoE healdebuffs
3. Observe and if needed revert morale diminishing return
Akilinus wrote: Sun Jan 10, 2021 11:21 am
The problem I have with this server is that it does not seek balance.
You are (not) alone
edit: spelling