Re: Overarching balance changes
Posted: Mon Jul 11, 2016 3:24 pm
It will be epic when our doks M3 and we kill the dps in a time stamp or any AOE disable for that matter 

Warhammer Online
https://returnofreckoning.com/forum/
3-2-1 groups are already incredibly risky, wouldn't adding more counterplay or ways around guard encourage 3-2-1 setups instead of hurt them? Not really sure myself but this was the 1st thing to my mind.Penril wrote:One of the problems I see with any kind of nerf to guard (or creation of new counters) is that it would force many people to a 2 2 2 setup (which is currently the most used anyway). Running a 1 3 2 would simply be too risky.
If you are gonna kill them in a timestamp why do you need to wait for DoK m3 for 6 sec stagger? Why not just Quake?Bozzax wrote:It will be epic when our doks M3 and we kill the dps in a time stamp
Possible new magus/engi skill?!Tankbeardz wrote:I would be more in favor of a skill being added, to certain classes, that removes guard, than to change the way CC works for just tanks. If you change CC for a tank, you have to change CC for everyone else too IMO.bloodi wrote:All i am saying is that disabling guard under certain CC is not something that will make tanks completely useless, as he implies. Nothing more.Tankbeardz wrote:I'm not sure where you are going here.
How? 1 3 2 only run 1 tank and now their enemies have more counters. Tank blocked your punt? It's ok, you still have a Stagger and a KD to remove his guard for a few seconds. If you succeed, they don't have a second tank to swap guard.Jaycub wrote:3-2-1 groups are already incredibly risky, wouldn't adding more counterplay or ways around guard encourage 3-2-1 setups instead of hurt them? Not really sure myself but this was the 1st thing to my mind.Penril wrote:One of the problems I see with any kind of nerf to guard (or creation of new counters) is that it would force many people to a 2 2 2 setup (which is currently the most used anyway). Running a 1 3 2 would simply be too risky.
I think it's detrimental overall. Throughout the years, the answer to keeping players has never been "lets make people die faster". The answer has never been to swing the nerfbat either. I don't know how many people remember how insanely broken the game was at launch, when a couple BWs/Sorcs could obliterate Warbands with AOE and magus/engi could pull entire warbands through walls...but I do. This was biggest mistake that Mythic ever made and they never recovered from it.Penril wrote:How? 1 3 2 only run 1 tank and now their enemies have more counters. Tank blocked your punt? It's ok, you still have a Stagger and a KD to remove his guard for a few seconds. If you succeed, they don't have a second tank to swap guard.Jaycub wrote:3-2-1 groups are already incredibly risky, wouldn't adding more counterplay or ways around guard encourage 3-2-1 setups instead of hurt them? Not really sure myself but this was the 1st thing to my mind.Penril wrote:One of the problems I see with any kind of nerf to guard (or creation of new counters) is that it would force many people to a 2 2 2 setup (which is currently the most used anyway). Running a 1 3 2 would simply be too risky.
Not to mention 1 3 2 groups usually save their KD/staggers for those OH **** moments when enemy mDPS gets close and they need to kite. Why use my KD on the enemy tank (to remove his guard for 3 seconds) when there is a Mara charging my way?
This might seem like a fun little change for 2 2 2 vs 2 2 2 , but i think it would be detrimental for a 1 3 2 setup.
There are lots of other ways to counter guard in a 6v6 and they change throughout the fight....it all depends on the coordination of the group.bloodi wrote:But the opposite is true also, 2 2 2 if often run because they only counter to guard comes from the tanks themselves in their punt, if we open more ways for people to counter it, having an engi/magus, using staggers that are not often used for its stagger component like SE from BW/Sorc or punts from the Sw/SH + snare will make people think twice about running 2 tanks when they can just get the upper hand, initiate and win by other means.
Overall, we would have to actually test it to see.
List them.Tankbeardz wrote:There are lots of other ways to counter guard....it all depends on the coordination of the group.