Re: [Suggestion] Making guard less OP
Posted: Tue Feb 23, 2016 4:02 pm
Spoiler:
Warhammer Online
https://returnofreckoning.com/forum/
Only partly, since the guarded target is affected by those before it even gets split. Being hit via guard by someone with 300 strength or 30 strength does still make a differenceShadowgurke wrote:Yes but guard damage ignores the enemies offensive investmentGenisaurus wrote: Incidentally, don't use tooltips or paperdoll figures when discussing evasion. It's really better for everyone if the figures are calculated against the maximum possible offensive values available, so that we're always talking about and balancing around a worst-case scenario (which is much more common than not with DPS stat priories being what they are).
For example the best shield available right now has a block rating of 364. The softcap for stats is 925. Most DPS will try to soft-cap their main offensive stat. The worst block rating you will ever actually have, and thus the value you are most likely to have, is 7.8%. Use this instead of the paperdoll figures.
Mm. I'm still running slow this morning. I meant more in a general sense, not specifically blocking guard damage.Shadowgurke wrote:Yes but guard damage ignores the enemies offensive investmentGenisaurus wrote: Incidentally, don't use tooltips or paperdoll figures when discussing evasion. It's really better for everyone if the figures are calculated against the maximum possible offensive values available, so that we're always talking about and balancing around a worst-case scenario (which is much more common than not with DPS stat priories being what they are).
For example the best shield available right now has a block rating of 364. The softcap for stats is 925. Most DPS will try to soft-cap their main offensive stat. The worst block rating you will ever actually have, and thus the value you are most likely to have, is 7.8%. Use this instead of the paperdoll figures.
There won't BE any changes.Elratie wrote:so when can we expect these changes to be live ?
And for everyone wondering or complainging now: this does not include obviously broken mechanics and simply unfixed mythic bugs from what we've seen so far...Azarael wrote: (Also, no changes until T4. Period.)
I agree. I think the track record for RoR would clearly indicate that not every idea is tested. Very very few in reality.bwdaWAR wrote: That doesn't mean every new idea, no matter how crazy/misinformed/biased, has to be tested though.
Open discussion of ideas is necessary. Sometimes you get QoL idea changes that help the game (aoe tactic free detaunt for WP. Dev 5 pc procs that actually create choice for specific classes. etc..) It gives channels for points like the above which are well thought out. This point clearly gives counters to any perceived issues with guard. With open discussion we get great comments like this. And this is good.bretin wrote: The current time to kill is already fairly low, especially when playing order. I doubt that will change in “our” super late game, which is miles away anyway. Range dps were benefited already quite a lot in the latest game update. They will scale pretty well into t4. No need to benefit them more. Note: rdps is by far the easiest to play archetype (low risk/high reward). Considering the fairly low defense values in t4, the available pocket items and renown abilities, i fail to see how any buff to them - and that's what it is - would be justified.
On the other hand zergs would get another advantage over groups
What about a guard-debuff, that would just reduce the guard effect on a single target a tiny bit? We'd need guard-buffs as well to opposed that, but still. Imo possible options would be:Penril wrote:Guard is fine. The only problem with it is that only 4 classes can deal with it appropiately (BG, IB, KotBS and Chosen) thanks to long distance punts that give your group a window to kill the guarded target. Which is the reason why several people always asked for a ST punt on BO/SM on live and in RoR. Basically, the best way to deal with guard (provided by a tank) is CC applied by your own tanks. That seems about right.
There was a discussion some months ago where people also suggested giving 2H tanks a way to counter guard. If a SnB is the best guard-tank, then maybe 2H tanks could counter it by either ignoring guard, or removing it for 2-3 seconds, or something like that. I am fine with a change like that. But overall, Guard is imho perfectly fine.
If it's not too convoluted to code, a Champion's Challenge from a tank having a twohanded weapon equipped could also disable, or lower the damage reduction of any active Guard (when used on the guarding tank)? It's available to all tanks, and being a morale ability limits its usage. It's pretty visible too, so both sides can react to it. Plus it does mean some risk for the user, too. I was going to suggest knockdown/disarm disabling it, but not all twohanded tanks can do that.Penril wrote:There was a discussion some months ago where people also suggested giving 2H tanks a way to counter guard. If a SnB is the best guard-tank, then maybe 2H tanks could counter it by either ignoring guard, or removing it for 2-3 seconds, or something like that. I am fine with a change like that. But overall, Guard is imho perfectly fine.