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[Suggestion] Making guard less OP

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Tiggo
Former Staff
Posts: 1948

Re: [Suggestion] Making guard less OP

Post#241 » Tue Feb 23, 2016 11:23 am

im with bretin and others with this: why touch something (besides fixes to bring it in line with live) that perfectly works. There are so many things that should change from live, but guard is surely not one of them. We shouldnt even spend so many ressources in discussing it into this.

The OP post is full of errors and wrong assumptions, the thread shouldve been closed on page 1 already ...
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Jaycub
Posts: 3130

Re: [Suggestion] Making guard less OP

Post#242 » Tue Feb 23, 2016 11:23 am

>we need to hide "scary" ideas

Stay cucked bretin, pretty sure these forums are on a .com which means U S A free speech n' ****.
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Bretin
Posts: 929

Re: [Suggestion] Making guard less OP

Post#243 » Tue Feb 23, 2016 11:44 am

Annaise16 wrote:What is it about the word "about" that you don't understand in this context?
Perhaps, in future, we should provide 5 significant figures when quoting stat values. I'm sure that will provide much greater illumination.
Let’s talk about “About”:

We take Invader Gear as a Standard since we’re talking < 75 and start with the “about”:

(2 Piece Bonus): + 72 Strength
(3 Piece Bonus): + 72 Wounds
(4 Piece Bonus): + 72 Toughness
(5 Piece Bonus): Preservation - On Being Hit: 10% chance to increase Wounds by 110 for 20 seconds.
(6 Piece Bonus): + 5% Damage

Looks solid for a 2h oriented SM.

In total it has 71 Weapon Skill.
221+71=292 => 6,25% parry

If your “about” has a range of “about” 40% gg.

To bring up the word once more: What about the unanswered question which matters the most in this discussion?
Annaise16 wrote:I mostly avoided being killed by guard damage by not being truly careless.
how did you do this? leaving the guard range cause you couldn't tank the guard damage? so basically you admit here that you had to CARE about guard damage? so if you had to CARE about it, why would you nerf it?
Perhaps in future you should provide evidence.

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Idrinth
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Re: [Suggestion] Making guard less OP

Post#244 » Tue Feb 23, 2016 11:53 am

Bretin wrote:
Annaise16 wrote:What is it about the word "about" that you don't understand in this context?
Perhaps, in future, we should provide 5 significant figures when quoting stat values. I'm sure that will provide much greater illumination.
Let’s talk about “About”:

We take Invader Gear as a Standard since we’re talking < 75 and start with the “about”:

(2 Piece Bonus): + 72 Strength
(3 Piece Bonus): + 72 Wounds
(4 Piece Bonus): + 72 Toughness
(5 Piece Bonus): Preservation - On Being Hit: 10% chance to increase Wounds by 110 for 20 seconds.
(6 Piece Bonus): + 5% Damage

Looks solid for a 2h oriented SM.

In total it has 71 Weapon Skill.
221+71=292 => 6,25% parry

If your “about” has a range of “about” 40% gg.

To bring up the word once more: What about the unanswered question which matters the most in this discussion?
Annaise16 wrote:I mostly avoided being killed by guard damage by not being truly careless.
how did you do this? leaving the guard range cause you couldn't tank the guard damage? so basically you admit here that you had to CARE about guard damage? so if you had to CARE about it, why would you nerf it?
Perhaps in future you should provide evidence.
I'd assume adding in the twohanded tactic(5%), the block/parry tactic from vaul(10% max) and assuming a permanent parry buff(25%). Both of the later are very, weird choices.
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Bretin
Posts: 929

Re: [Suggestion] Making guard less OP

Post#245 » Tue Feb 23, 2016 11:57 am

Idrinth you're missing the point we're talking about Weapon skill. Not about general parry possibilities the SM has.

Something i would like to add:

Sovereign / Doomflayer / Warpforged had NO weapon skill.

Warlord had 76 but 5% block, something you don't need on a 2h SM, right?

The Glyph Set added 67 but i highly doubt you ran that because of its WS. Maybe 2 for the parry.
the bonis aren't that great for a 2h and i consider it a bad choice:
(2 Piece Bonus): + 4% Parry
(3 Piece Bonus): + 4% Block
(4 Piece Bonus): + 4% Melee Critical Chance
(5 Piece Bonus): + 50 Additional AP Pool

so once you were 70+ for worn sov, you lost 1,52% parry from the missing 71 WS.

Parry from WS = "ABOUT" 5% is equal to "ABOUT" 10%! that logic, truly some next lvl math here.

Tiggo
Former Staff
Posts: 1948

Re: [Suggestion] Making guard less OP

Post#246 » Tue Feb 23, 2016 12:04 pm

its like saying "im ABOUT retiring from forums"
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Idrinth
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Re: [Suggestion] Making guard less OP

Post#247 » Tue Feb 23, 2016 12:08 pm

I was mostly trying to guess where the number came from. I don't recall any swordmaster had a parry that high from weaponskill.
I went from Invader to Invader/Warlord and then sov, the WS-build was tested some time in invader i think and again later to test if two-hand worked in the tombs, but that was for fun.
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Tiggo
Former Staff
Posts: 1948

Re: [Suggestion] Making guard less OP

Post#248 » Tue Feb 23, 2016 12:09 pm

idrinth could you please shrink your signature?
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Bretin
Posts: 929

Re: [Suggestion] Making guard less OP

Post#249 » Tue Feb 23, 2016 12:09 pm

Tiggo wrote:its like saying "im ABOUT retiring from forums"
that is true captain flurry

Tiggo
Former Staff
Posts: 1948

Re: [Suggestion] Making guard less OP

Post#250 » Tue Feb 23, 2016 12:10 pm

Bretin wrote:
Tiggo wrote:its like saying "im ABOUT retiring from forums"
that is true captain flurry
dont derail the topic ;)
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