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Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:25 pm
by ThePollie
Azarael wrote:
Shadowgurke wrote:
Azarael wrote: 2/2/2 as defined by pure tanks, pure dps, pure heals locks out classes / specs that do not conform to pure lines. This is certainly an issue for anyone who wants to actually balance the game.
Assuming balance actually means every spec is viable, which is ridiculous or ridiculously hard to achieve. Hybrids have their niche, it's just not 6v6- The fact that a balanced group requires 2 tanks 2 dps and 2 healers, to me, sounds like it is greatly balanced around archetypes. Making hybrids work should not be your goal, but the achievement of players by finding special strategies.
If I may ask... given that tanks in RvR strap on shields and WP / DoK are expressly cited as being almost mandatory for large scale combat, what exactly is the niche of a hybrid?

(Please don't say 1on1.)
Mad rollin' them solo roamers, son. Got that slick self-heal super damage-dealin' Sigmar-praisin' destro-droppin' epic pwnage one-vee-one, homeslice.

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:25 pm
by DefinitelyNotWingz
Azarael wrote:
Shadowgurke wrote:
Azarael wrote: 2/2/2 as defined by pure tanks, pure dps, pure heals locks out classes / specs that do not conform to pure lines. This is certainly an issue for anyone who wants to actually balance the game.
Assuming balance actually means every spec is viable, which is ridiculous or ridiculously hard to achieve. Hybrids have their niche, it's just not 6v6- The fact that a balanced group requires 2 tanks 2 dps and 2 healers, to me, sounds like it is greatly balanced around archetypes. Making hybrids work should not be your goal, but the achievement of players by finding special strategies.
If I may ask... given that tanks in RvR strap on shields and WP / DoK are expressly cited as being almost mandatory for large scale combat, what exactly is the niche of a hybrid?

(Please don't say 1on1.)
Doing less dmg than an actual dps but stabilizing the setup with extra heals/utility.
Meleedok is a damn fine hybrid.
Dmg shaman and dmg am have their place in a 6on6 kiter comp (1-3-2). Played it myself for years, dont want to miss the am.

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:26 pm
by Tesq
Azarael wrote: I was told that on AoR, damage cannot be defended against by a player who has been knocked down, and forgot to include Guard's unique defense check into the original fix.
Since it came out who told you this , it was possible to defend when kd and also get damage from guard, otherwise kd is such hard counter to anything. It do not need to be made even better than on live 4-5 sec kD to be even broken.
K to not allow swap guard but not allow defense while KD is over the top. Alredy kd provide not movement and not use fo any skill.

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:27 pm
by ThePollie
DefinitelyNotWingz wrote:Doing less dmg than an actual dps but stabilizing the setup with extra heals/utility.
Meleedok is a damn fine hybrid.
Dmg shaman and dmg am have their place in a 6on6 kiter comp (1-3-2). Played it myself for years, dont want to miss the am.

Emphasis on meleeDoK.

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:27 pm
by Shadowgurke
Azarael wrote:
If I may ask... given that tanks in RvR strap on shields and WP / DoK are expressly cited as being almost mandatory for large scale combat, what exactly is the niche of a hybrid?

(Please don't say 1on1.)
Sorry to disappoint you, but yes. 1on1. It is a niche and they fill the spot nicely. Apart from that we have smallscale RvR, where a Hybrid is fine and dandy. Talking about group sizes 2-5. Then we have kiting squads, another niche where hbrids are welcome. What did you expect when talking about niche, everyday high level 6v6?

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:28 pm
by Druin
Dalgrimar wrote:
noisestorm wrote:
Dalgrimar wrote:I once saw someone post that the core foundation and mechanics of AoR will remain intact in RoR.
Funny how all of a sudden you guys are taking a 360* right turn.
Turn 360° to just look at it again? :D
Let me edit that to 180
540 maybe?

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:30 pm
by ThePollie
Druin wrote:540 maybe?
New-meta confirmed - Spin to win.

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:31 pm
by noisestorm
Shadowgurke wrote: 9,4% parry from WS that duelist gives at level 35. 20% parry from gear + maximum renown. 11% block from gear and maximum renown. 18,6% block from blockrating.
Adding up: 29,4% parry, 29,6% block. That is far away from 90% avoidance, and that is with 40 renown points into defensive stuff (no initiative) Some tactics boost that a bit, like 10% from Blorc, but still far away from 90%
I don't add morales because I don't know of a single (used) morale that boosts block or parry chance.
>Some tactics boost that a bit, like 10%

Just as a few examples i'll start with chosen: Supress 25% Parry + Mixed defenses = 50% through 1 skill and 1 tactic with Zero cooldown. Add that to your 30% base parry. Where are we? At about 30% block and 80% Parry yes.

Kotbs: X% through Runefang, Shield Rush 10% block+15% Parry.

SM: Potential double parry tactic, 10% block/parry through stance tactic, 5% through 2h tactic, 25% eagles flight.

Like i said. The guard dmg IS negligible in all of its form as it currently is. It still isnt as obvious as it will be in t4, when tanks actually can skill everything they currently miss.


Edit: To add morales here: WP/Dok m4 25% on all defensives. WH m3 50% parry , every tanks m2 100% block, kotbs m4 50% blockparrydodge...

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:33 pm
by Azarael
Shadowgurke wrote:
Azarael wrote:
If I may ask... given that tanks in RvR strap on shields and WP / DoK are expressly cited as being almost mandatory for large scale combat, what exactly is the niche of a hybrid?

(Please don't say 1on1.)
Sorry to disappoint you, but yes. 1on1. It is a niche and they fill the spot nicely. Apart from that we have smallscale RvR, where a Hybrid is fine and dandy. Talking about group sizes 2-5. Then we have kiting squads, another niche where hbrids are welcome. What did you expect when talking about niche, everyday high level 6v6?
The problem is that making reference to 1on1 to support one's argument is forbidden.

Of those, kiting squads are the only niche I'd recognize based on a view towards either 6v6/12v12 SC play or mass RvR.
Tesq wrote:Since it came out who told you this , it was possible to defend when kd and also get damage from guard, otherwise kd is such hard counter to anything. It do not need to be made even better than on live 4-5 sec kD to be even broken.
K to not allow swap guard but not allow defense while KD is over the top. Alredy kd provide not movement and not use fo any skill.
Since it's being disputed now:

Was it possible to defend attacks while knocked down?

Re: [Suggestion] Making guard less OP

Posted: Mon Feb 22, 2016 4:35 pm
by Soulcheg
noisestorm wrote: Having partisans like you around doesnt exactly make other people happy either. Just saying. This doomsaying and whatnot that you kids bring all the time if just a slight change to your beloved AOR is even hinted at, is just laughable at best.
Having lickspittles like you around doesnt exactly make other people happy either. Just saying.

Yeah, "slightly change" to core mechanic, which supposed to be untouched. Instead of fixing mythic errors, what we see now? "Nerf aoe heal, nerf dok/wp, nerf guard, nerf bw/sorc, nerf slayer/choppa, nerf everything". Some thing should not be touched EVER. Like holy trinity of heal, tank and damage dealer, or guard ability in WHO. This is the ONLY ONE MMO, where tanks are useful in PvP, where they can help groupmates, and this can change only because of some people, who cannot learn their class, and lickspittles, approving every word of mighty ones, no matter what they are saying. Kid.



You CAN'T change guard now, w/o break this game, or rewriting it's core.