Recent Topics

Ads

motivation killer coppa pull and dps shamie ... ? overtuned?

Chat about everything else - ask questions, share stories, or just hang out.
Alubert
Posts: 506

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#71 » Sun Jul 17, 2022 8:23 am

and enjoy the game with 100 ppl?
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+

Ads
Alubert
Posts: 506

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#72 » Sun Jul 17, 2022 8:25 am

This is holy trinity game. Its not wow or others mmos.
You play without tank for your own risk.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+

Sulorie
Posts: 7460

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#73 » Sun Jul 17, 2022 8:56 am

Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.
Spoiler:
From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
You don't hit anyone for 4k after mitigation without some damage increase buff e.g. near your warcamp, so 2k guard damage is not to be seen.
Like everything you mention about guard is wrong and not how it works.
Let's imagine for a second that you indeed deal so much damage, then...
" If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage. "
...is exactly how guard works.
The perceived higher damage reduction you notice has other reasons.
The damage difference between a critical hit and a non-crit is huge for sorc/be due to their high crit dmg bonus. It seems you compare a crit with a non-crit after guard. Absorb on your target further reduces the damage and removes the chance to critical hit.
Dying is no option.

User avatar
Emissary
Community Manager
Posts: 462

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#74 » Sun Jul 17, 2022 1:52 pm

With no one wanting to play tanks in this game as it is, you sir have just suggested to the 10% that are still playing tanks to leave the game or re-roll. Everyone begs for tanks and healers and your suggestion is to make tanks more worthless than they are now.

Take away my mitigation and what do you have? Worst suggestion ever vote from me, especially as you know zero about guard!
"Courage, Honor, Loyalty, Sacrifice. You're braver than you think."

Watch me on Twitch!!!


Image

User avatar
Asderas27
Posts: 192

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#75 » Sun Jul 17, 2022 2:32 pm

Nerf tanks please. They are ruining the experience for solo and pug players.
The Unlikely Plan
Ramjumper - Knight of the Blazing Sun
Shewhispers - Swordmaster
Punishingknock - Ironbreaker
TUP
Bellowabuser - Chosen
Moralepumper - Black Orc
Mindkiller - Blackguard

User avatar
Gatto
Posts: 79

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#76 » Sun Jul 17, 2022 3:08 pm

lumpi33 wrote: Sun Jul 17, 2022 8:19 am
Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
I agree with that. If a tank steps in to take your damage or a part of it then it really should get damage. They are currently blocking and mitigating almost everything.

It's the main reason why these guarded mdps groups are so strong and rdps is too weak against them.

It's also super hard to balance class damage with guard in the game the way it is. Like sorcs hit like a truck on unguarded targets and their damage is pretty much gone when the target is guarded.

Another super stupid mechanic is that you can't crit on absorbs. What is the reason for that? It makes healers with absorbs and classes with absorbs so much stronger compared to others.

Id nerf guard a bit and remove that no crit on absorb thing.
or maybe learn how to execute your kill condition
sdk.flm.

"nerf Rock, Paper is fine." -Scissors

Rewarc
Posts: 11

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#77 » Sun Jul 17, 2022 3:39 pm

I agree with that. If a tank steps in to take your damage or a part of it then it really should get damage. They are currently blocking and mitigating almost everything.

It's the main reason why these guarded mdps groups are so strong and rdps is too weak against them.

It's also super hard to balance class damage with guard in the game the way it is. Like sorcs hit like a truck on unguarded targets and their damage is pretty much gone when the target is guarded.

Another super stupid mechanic is that you can't crit on absorbs. What is the reason for that? It makes healers with absorbs and classes with absorbs so much stronger compared to others.

Id nerf guard a bit and remove that no crit on absorb thing.
Yep the absorb stuff is another mechanic that makes the game insanely weird to play. Sorcs/Bw rely on crit most classes do let be real. And its not just absorb shields from abilities the absorb potion does the same.

I feel like ranked SC is the best example. If you have two equal equipped groups with similar game knowledge nobody will be able to kill each other in a 2/2/2 scenario.

It's basically impossible duo to insanely long diminishing returns (No CC chains possible to interrupt healer from free casting) and the fact that 2 dps can't deal the damage to kill guarded mdps with a geared tank + healer (Buffs provided by Kotbs or Choosen or other tanks factor in as well, like some of the stat buffs are just insane..).

I'm pretty sure everyone loves to get stunned or silenced or knockback because there is no downside to it since you get a massive advantage the next 50ish seconds because you immune to any CC.. Like a wrong timed CC is not only useless it also gives you a long time of free casting unless you get interrupted but let's be real interrupting someones cast is luck in RoR.

It's sad I love this game but everything I explained makes the game almost unplayable for me. It's just not fun to hit someone you know you can't kill anyways in the next 20 mins unless the enemy healer falls asleep or the tank becomes bored standing in one place..

User avatar
Tyrodan
Posts: 114

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#78 » Sun Jul 17, 2022 3:44 pm

Gatto wrote: Sun Jul 17, 2022 3:08 pm
lumpi33 wrote: Sun Jul 17, 2022 8:19 am
[...]

Id nerf guard a bit and remove that no crit on absorb thing.
or maybe learn how to execute your kill condition
Ignore the guy. Few weeks ago he heavily featured in a thread to remove choppa pull without any real arguments. Now he's on to guard and absorb. Basically anything that is inconvenient to him is op and must be nerfed.

Ads
Rewarc
Posts: 11

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#79 » Sun Jul 17, 2022 3:58 pm

Gatto wrote: Sun Jul 17, 2022 3:08 pm
lumpi33 wrote: Sun Jul 17, 2022 8:19 am
Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
I agree with that. If a tank steps in to take your damage or a part of it then it really should get damage. They are currently blocking and mitigating almost everything.

It's the main reason why these guarded mdps groups are so strong and rdps is too weak against them.

It's also super hard to balance class damage with guard in the game the way it is. Like sorcs hit like a truck on unguarded targets and their damage is pretty much gone when the target is guarded.

Another super stupid mechanic is that you can't crit on absorbs. What is the reason for that? It makes healers with absorbs and classes with absorbs so much stronger compared to others.

Id nerf guard a bit and remove that no crit on absorb thing.
or maybe learn how to execute your kill condition
Kill condition? You mean the 3 seconds I have if I punt the tank away? The 4 second stun I can use every 40 seconds on the enemy healer? Like what kill condition are we talking about in a 6v6 scenario with two 2/2/2 premade groups? The same applies for warband fights.. You know why everyone complains about slayer? Because after nerfing morals its the only class in the game that has consistent undefendable damage! Slayer is a walking moral dumb without actually using morals if that makes sense.

Anyway's long story short what you said makes no sense and honestly its makes you look kind off stupid because there is no suggestions on how to improve those "kill conditions". You comment adds nothing to this debate besides an empty argument you didn't even back up with an explanation on how to improve!

User avatar
CyunUnderis
Posts: 535
Contact:

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#80 » Sun Jul 17, 2022 4:07 pm

Rewarc wrote: Sun Jul 17, 2022 3:58 pm Kill condition? You mean the 3 seconds I have if I punt the tank away? The 4 second stun I can use every 40 seconds on the enemy healer? Like what kill condition are we talking about in a 6v6 scenario with two 2/2/2 premade groups? The same applies for warband fights.. You know why everyone complains about slayer? Because after nerfing morals its the only class in the game that has consistent undefendable damage! Slayer is a walking moral dumb without actually using morals if that makes sense.

Anyway's long story short what you said makes no sense and honestly its makes you look kind off stupid because there is no suggestions on how to improve those "kill conditions". You comment adds nothing to this debate besides an empty argument you didn't even back up with an explanation on how to improve!
So how can you explain that some teams can make a lot of kills in 6v6, through guard or by using KD/punt combo ? If what you said is the truth, it should not be possible, isn't it ?
And it is not like there is other composition (for example 1/3/2) that can punt the target instead of the tank to get the frag. Of course, guard is a strong skill, but it has its limits (range, 1.5 sc GCD swap, ...).

Who is online

Users browsing this forum: Ahrefs [Bot] and 14 guests