Re: Overarching balance changes
Posted: Sun Jul 10, 2016 6:02 am
Wait... This thread had a topic other than random petty semantic arguments?
Warhammer Online
https://returnofreckoning.com/forum/
Why?geezereur wrote:Luth wrote:Spoiler:
How about a 5 sec CD on Guard? We can atleast try it out for awhile.
Haojin wrote:
Note of the beginning: I'm not a scenario farm guy, most of you know meThis suggesiton is for all community including casual players. Scenarios should be enjoyable for everyone and %50 damage mitigation in small scale is OP. Setup wins the most of the matches not skill.
Guard is not easly dealt with in smallscale. You can check your own 6 vs 6 videos. No kills for 10-15 mins. Maybe it's enjoyable and easy for you but %90 of players don't like this kind of pvp. Being inside in 30 feet while doing nothing shouldn't give you a big advantage.
...hence why changes/balancing should not revolve around said random immunity giver pug players. A player giving free immunities whenever he can is responsible for that bad gameplay himself/herself.Haojin wrote: I accept your arguments for countering guard if competitive isolated 6 vs 6. You cannot do these counters with random immunity giver pug players.
How so? Have you done any 6v6? Have the vast majority of people who do mentioned guard being OP? XDHaojin wrote:
You forgetting about "surprise" factor in RvR. Always a possibility for getting zerged while small scale. %50 damage mitigation is balanced for massive fights not 6 vs 6.
Again - balancing things should not revolve around the gaming experiences of people who don't want to put in any effort nor learn the game's mechanics.Haojin wrote: O rly ? I thought guard never be countered. Man seriously try to teach casual players how to coordinate counterguard without any voip. Premade > Casuals %99 and it's boring as hell
Wait are we talking about scenarios (12v12) or 6v6? And nobody said premade vs pug isn't easy - which is why most premades don't really care for casual scenarios unless farming - but you don't seem to mind in RvR when you guys effectively neuter any order threat by blobbing them to death (surely that is easy, too? )Haojin wrote: We're doing the same thing when we play scenarios. It's easy mode agaist casuals and it's not fun.
But - as has been proven - it is possible to counter by anyone who learns to play in a group and knows the game's mechanics: punting at the right moment, baiting a target for a guard swap, mass debuffing the guarded target so they still take a hell of a lot of DPS, ccing the healers etc.Haojin wrote: I'm repeating again: %50 damage mitigation is too strong for small scale and impossible to counter with casual players.
I think a small cooldown every time you use the ability (press the button) would be interesting. But Im extremely biased because i hate guard with all my heart and soul. (50% dmg reduction *grumble intensifies.)roadkillrobin wrote:When would the CD start as this is a toggel abillity. After aplying it or after it's removed???geezereur wrote:Luth wrote:A 10-20 second CD on guard would be insane. Really good coordinated groups can already fake their focus on one target and burst the real target the moment the tank removes guard from it, even without a CD on guard.
Such a huge cooldown just transfers the easymode from the tank to the enemy DDs.
I'd rather see that the guardbuff is not a single buff, but has several stacks.
When the tank switches guard to another target, it gets 25% protection at the beginning with an increase of 5% per additional stack up to 50%; every second one stack is added, so that after 6 seconds it has the full 50% protection.
Stacks are lost completely on guard switch and begin to tick again on the new target ofc.
Numbers need to be balanced, could be also 20% initial protection with +10% per second for a higher impact in the moment of the switch, but faster regen to 50% etc. pp.
Guard should be balanced without weakening the base role of tanks (protection/support).
How about a 5 sec CD on Guard? We can atleast try it out for awhile.
As already stated by azarael, the game has enough RNG. At the moment proper guard switching requires a minimum of player-skill and i think that's a good thing.roadkillrobin wrote:Spoiler:
Maybe the guard discussion should be continued in the balance subforum.Shanell wrote:It was so for all time AoR existed and changing it now is not needed at all.
lol what RNG, SM/BO is 25% static, BG/IB is basicly 100% only nerf would be for Chosen/Kotbs who would need to get into melee range to activate it. But considering they don't need to hit **** to proc their buff like all other tanks they can have it tbh.Luth wrote:As already stated by azarael, the game has enough RNG. At the moment proper guard switching requires a minimum of player-skill and i think that's a good thing.roadkillrobin wrote:Spoiler:
Imo massive PvP games need some RNG to work though, as for instance active blocking/defending works only on small scale; see: TESOs crappy implementation of blocking.
The RNG we have atm allows the player to concentrate on different stuff in a larger PvP environment; active guard switching or generally protecting others is one of these.
I think a passive guard proc would only make PvP tanking boring and is not needed.