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DPS spec tank/healer Hypocrisy

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peterthepan3
Posts: 6509

Re: DPS spec tank/healer Hypocrisy

Post#201 » Wed May 03, 2017 11:53 am

Even if you are spec'd DPS as a tank, you should still be using your guard. What is the problem? You think as a DPS KOTBS/IB/Chosen you are going to fully function as a DPS?

I run 950str on my SM at times, yet still ensure I guard someone. If I am under pressure, I pop WODS/bubble/25% parry. It really isn't that hard a concept to grasp.
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spikespiegel84
Posts: 303

Re: DPS spec tank/healer Hypocrisy

Post#202 » Wed May 03, 2017 12:12 pm

peterthepan3 wrote:Even if you are spec'd DPS as a tank, you should still be using your guard. What is the problem? You think as a DPS KOTBS/IB/Chosen you are going to fully function as a DPS?

I run 950str on my SM at times, yet still ensure I guard someone. If I am under pressure, I pop WODS/bubble/25% parry. It really isn't that hard a concept to grasp.
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Kali14
Banned
Posts: 340

Re: DPS spec tank/healer Hypocrisy

Post#203 » Wed May 03, 2017 12:18 pm

You can let yourself on this because you play in organized party with 2 healers in heal spec. How this guard will work without healer or with only 1 "healer" in half dps spec? You will just die...

That's why People play normal DPS, or Someone play tank and there is not enought heal, or healer but there is only 1 tank etc.. Ok we know how this masacre looks very well...:) People don't want play tank because they MUST guard and die...Maybe in premade this ability work fine but not in pug games. Getting invectives or all the time remind about guard is not fun and don't make more tanks and much balanced/friendly game.
Last edited by Kali14 on Wed May 03, 2017 12:53 pm, edited 1 time in total.

Daknallbomb
Posts: 1781

Re: DPS spec tank/healer Hypocrisy

Post#204 » Wed May 03, 2017 12:51 pm

Nobody rly nobody cares
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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peterthepan3
Posts: 6509

Re: DPS spec tank/healer Hypocrisy

Post#205 » Wed May 03, 2017 1:46 pm

Kali14 wrote:You can let yourself on this because you play in organized party with 2 healers in heal spec. How this guard will work without healer or with only 1 "healer" in half dps spec? You will just die...

That's why People play normal DPS, or Someone play tank and there is not enought heal, or healer but there is only 1 tank etc.. Ok we know how this masacre looks very well...:) People don't want play tank because they MUST guard and die...Maybe in premade this ability work fine but not in pug games. Getting invectives or all the time remind about guard is not fun and don't make more tanks and much balanced/friendly game.
#PugLifeM8
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ragafury
Posts: 684

Re: DPS spec tank/healer Hypocrisy

Post#206 » Wed May 03, 2017 3:21 pm

peterthepan3 wrote:
Kali14 wrote:You can let yourself on this because you play in organized party with 2 healers in heal spec. How this guard will work without healer or with only 1 "healer" in half dps spec? You will just die...

That's why People play normal DPS, or Someone play tank and there is not enought heal, or healer but there is only 1 tank etc.. Ok we know how this masacre looks very well...:) People don't want play tank because they MUST guard and die...Maybe in premade this ability work fine but not in pug games. Getting invectives or all the time remind about guard is not fun and don't make more tanks and much balanced/friendly game.
#PugLifeM8
It's not even pug life in this thread, it's a consequent refusal to organize in a group.

Guarding is possible with ease if you are not geared like an offensivedpspleb.
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th3gatekeeper
Posts: 952

Re: DPS spec tank/healer Hypocrisy

Post#207 » Wed May 03, 2017 4:12 pm

footpatrol2 wrote:Gate your also making the assumption that the guard mechanic is a major reason for the drop in population numbers on the server.

I think you are wrong in this assumption. (my opinion)

There are many many reasons on why there has been a drop in population numbers and I don't think a major reason for that is the guard mechanic.
Like I have said numerous times. When I bring NA players to this game to play with me, after they quit, I ask why. Usually it involves several bad experiences where they log in NA prime time, with very low population. They que for SCs, sit around for 20 min for 1 pop, then they get into an SC, and gte facerolled while they watch 5 tanks in that SC NOT use guard.

I have TWO friends in the last 2 weeks who have quit. A WE/Sorc player and a Mara.

When we coorindate play times, ROR has some of the most fun pvp. When we cannot all play at the same time, they cannot get tanks to guard them to save their lives, and ROR has some of the worst PVP if you are in that situation.

I know there are many other factors that lead to people leaving. I can tell you that is ONE reason I quit a year ago. I got my Chosen fully geared. Played a Mara, never got guard, got nuked in RVR and SCs, since I play NA time had a VERY hard time finding a group of guys who would consistently be on and willing to guard. Got bored. Quit.

Now ONE aspect of that was that I geared out my main and was bored on him so I rolled an alt. But I can tell you, I had a BLAST leveling the Mara and didnt have much issues until around T3 where the increase in damage classes start to get, which creates a TON of burst damage, coupled with tanks not using guard consistently.... It wasnt fun.

ROR is a great game for coordinated PVP. If you are a casual or semi-casual player, especially in NA time, and you want to get on for 20-30 min and just have some fun... you likely wont have fun unless you are plugged into a big group of players who all play during the same time you do, and you can say "hey anyone up for SCs" and get 10 people that all msg you saying lets make a group. Or if you have good group of guys who always log in and play with you... Then it can be a ton of fun.

There is a HUGE population, that are casual/semi-casual and I guess I have answered my own question I posed to Magicthighs over a year ago. "What is the target audience of ROR".... Reading the responses in this thread. This game is catering and targeting the "hard touch" only players who are under the impression that just because you dont have a group to play with, that means you are bad and dont understand the mechanics of WAR/ROR.

So at this point, there is no desire for me to continue to try and talk about this, DEVs are close minded towards making this a better game for all players. The player base is close minded to any changes from Live, and its very obvious to me now, that people dont want change, they just want to relive LIVE days for a while, when they get bored they take their group of friends, swap to the other side, level new characters, that will suffice for the "core" of ROR players for likely a while, but this server (unfortunately) will never have a much larger player base - which it could have - if some of the mechanics were made so that "group play" wasnt the only way to play the game.

Guard is at the core of combat. It is likely the #1 biggest advantage I see premade groups have over PUG groups. The 2nd would be how many healers are there - which you cant address that.

I have 4 tanks: Knight/SM/Chosen/BG and play them all extensively and center my character around guard. I know how it works, I know how to use it in both PUG groups, premade SCs and RVR. Its not a "hard" mechanic but its not FUN and from my experience, it is ONE reason players have left the game and will continue to do so - because this game can only be reliably played with a group of people, which makes your "fun" subject to "if you can get other people to play AND do their job" - of which, sometimes people find that job boring - which is why you see so many tanks in PUG SCs and PUG Warbands NOT using guard. Not because they dont know HOW to use it, but because its not their idea of FUN. Its not my idea of FUN either, and I love tanks. The IDEA of "mitigating damage for your party" is what a tanks job should be, of which, out of the tanks entire "kit" too much of their job revolves around 1 boring/passive mechanic that forces the tank to follow a person around like a "guard dog" rather than what "tanking" involves in MOST other games - a front line "damage sponge" who buffs/debuffs/controls and mitigates damage for his PARTY.

This is the last I will post of this. Since its clear that this will never change.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

Kali14
Banned
Posts: 340

Re: DPS spec tank/healer Hypocrisy

Post#208 » Wed May 03, 2017 4:29 pm

When I played as slayer Kalgran, in pug SC almost always I had guard from any random tank. Only this was my fault because I wanted experiment with all possible builds and seldon was specced in full dps, don't talking about skaven ID :)

And I never please anybody for guard me and I never remind anyone to do that! Annoying was only when I played as tank and someone "remind" me to guard him.

th3gatekeeper - if there are 5 tanks in your team and no one want guard you then sorry. You must be bad dps :)

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th3gatekeeper
Posts: 952

Re: DPS spec tank/healer Hypocrisy

Post#209 » Wed May 03, 2017 4:44 pm

Kali14 wrote: th3gatekeeper - if there are 5 tanks in your team and no one want guard you then sorry. You must be bad dps :)
I usually see this when I am tanking and am the only tank using guard, also it must mean EVERYONE is bad cause they dont guard anyone :P
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

Daknallbomb
Posts: 1781

Re: DPS spec tank/healer Hypocrisy

Post#210 » Wed May 03, 2017 4:56 pm

th3gatekeeper wrote:
footpatrol2 wrote:Gate your also making the assumption that the guard mechanic is a major reason for the drop in population numbers on the server.

I think you are wrong in this assumption. (my opinion)

There are many many reasons on why there has been a drop in population numbers and I don't think a major reason for that is the guard mechanic.
Like I have said numerous times. When I bring NA players to this game to play with me, after they quit, I ask why. Usually it involves several bad experiences where they log in NA prime time, with very low population. They que for SCs, sit around for 20 min for 1 pop, then they get into an SC, and gte facerolled while they watch 5 tanks in that SC NOT use guard.

I have TWO friends in the last 2 weeks who have quit. A WE/Sorc player and a Mara.

When we coorindate play times, ROR has some of the most fun pvp. When we cannot all play at the same time, they cannot get tanks to guard them to save their lives, and ROR has some of the worst PVP if you are in that situation.

I know there are many other factors that lead to people leaving. I can tell you that is ONE reason I quit a year ago. I got my Chosen fully geared. Played a Mara, never got guard, got nuked in RVR and SCs, since I play NA time had a VERY hard time finding a group of guys who would consistently be on and willing to guard. Got bored. Quit.

Now ONE aspect of that was that I geared out my main and was bored on him so I rolled an alt. But I can tell you, I had a BLAST leveling the Mara and didnt have much issues until around T3 where the increase in damage classes start to get, which creates a TON of burst damage, coupled with tanks not using guard consistently.... It wasnt fun.

ROR is a great game for coordinated PVP. If you are a casual or semi-casual player, especially in NA time, and you want to get on for 20-30 min and just have some fun... you likely wont have fun unless you are plugged into a big group of players who all play during the same time you do, and you can say "hey anyone up for SCs" and get 10 people that all msg you saying lets make a group. Or if you have good group of guys who always log in and play with you... Then it can be a ton of fun.

There is a HUGE population, that are casual/semi-casual and I guess I have answered my own question I posed to Magicthighs over a year ago. "What is the target audience of ROR".... Reading the responses in this thread. This game is catering and targeting the "hard touch" only players who are under the impression that just because you dont have a group to play with, that means you are bad and dont understand the mechanics of WAR/ROR.

So at this point, there is no desire for me to continue to try and talk about this, DEVs are close minded towards making this a better game for all players. The player base is close minded to any changes from Live, and its very obvious to me now, that people dont want change, they just want to relive LIVE days for a while, when they get bored they take their group of friends, swap to the other side, level new characters, that will suffice for the "core" of ROR players for likely a while, but this server (unfortunately) will never have a much larger player base - which it could have - if some of the mechanics were made so that "group play" wasnt the only way to play the game.

Guard is at the core of combat. It is likely the #1 biggest advantage I see premade groups have over PUG groups. The 2nd would be how many healers are there - which you cant address that.

I have 4 tanks: Knight/SM/Chosen/BG and play them all extensively and center my character around guard. I know how it works, I know how to use it in both PUG groups, premade SCs and RVR. Its not a "hard" mechanic but its not FUN and from my experience, it is ONE reason players have left the game and will continue to do so - because this game can only be reliably played with a group of people, which makes your "fun" subject to "if you can get other people to play AND do their job" - of which, sometimes people find that job boring - which is why you see so many tanks in PUG SCs and PUG Warbands NOT using guard. Not because they dont know HOW to use it, but because its not their idea of FUN. Its not my idea of FUN either, and I love tanks. The IDEA of "mitigating damage for your party" is what a tanks job should be, of which, out of the tanks entire "kit" too much of their job revolves around 1 boring/passive mechanic that forces the tank to follow a person around like a "guard dog" rather than what "tanking" involves in MOST other games - a front line "damage sponge" who buffs/debuffs/controls and mitigates damage for his PARTY.

This is the last I will post of this. Since its clear that this will never change.
Hmmm well sure People leave These game and there are a lot of things wy they do ! from personal things to issues in the game !
at the Moment we are at a Point where the game is slowly dying you can see at Pop number ist about 2-3 month stable than the number is lower and again stable and lower .... and so on .
my personal opinion is that we need Major things to hold dat game alive .
1 . Client controle to fix so many things and open sooo many doors
2 . an orvr System that works with even Forces
3 . Player that dont wanna Play 200 vs 50
4 . an x-real cut of
5. bug fixes bug fixes bug fixes bug fixes bug fixes .

and than sry my opinion Balance on toons should be mayb just MAYB number 200
or changing skills what have essential Impact of the gameplay !
Its not inttelligent to Change things if the game is 70 % playable .
aslong as it runs like it runs the game dies more and more .
i think we should talk about massiv more clearly what the devs want and how they wanna see that game
Player are humans and most humans dont have Patience if they dont see a Goal .
the Statements what devs wanna do what their Goal is are so foggy that noone knows what they want
thats wy ppl come to thousend ideas what they should do and from that ideas mayb 1 is good .
We dont know are devs fine with the rvr System or not
we dont know is x-realm rly and issue or issit not
we dont know are devs fine with perma 100-300 % aao on one side
we dont know what is possible with Client controle and what not
thats wy People talking These list is nearly endless because everyone has his own opinion but atleast the opinion of the devs is that what Count noone else !
but as i sad we dont know ;D
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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