Guard ability suggestion

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Templa
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Re: Guard ability suggestion

Post#21 » Wed May 14, 2025 1:37 pm

Battlefield wrote: Wed May 14, 2025 12:41 pm
Hugatsaga wrote: Wed May 14, 2025 7:16 am If you come from some another mmo pvp scene, say WoW pvp scene for instance, guard (and 15 sec detaunt for that matter but it's whole another story) looks incredibly OP and to be honest it is but at the same time it's such an integral part of the game that touching it is hard and anyone suggesting it will get flamed. Few years ago some devs tried to change 2h tank guard dmg reduction from 50% to 25% and it pretty much led to riots (tbh it was bad idea anyway). Then again guard makes more sense in large scale where no dps can stay in front line without it but at the same time in say 3vs3 it's insanely strong.

This might be controversial but I don't hate the OP's idea. 5 sec cooldown or something like that would be interesting. Good tank players would still get rewarded for initial fast guard swap but there would be more counterplay after guard swap.

In WoW there is the Warrior only in shield spec has similar like guard ability and it has several minutes cooldown, as I remember.

By the way, if devs made that Vigilance/Oppression requires now a shield so why not do the same with guard?
actually brewmaster monk has a mechanic exacly like guard, where you soak up 40% of dmg a team member gets and soak it up yourself as "stagger"(class mechanic, making burst dmg spread out over a duration equaling a dot)

I as a player who almost solely plays smallscale with premade SC and roaming groups wholeheartedly disagree with everthing OP said. :)
RoR has a few design aspects that make it not die which are in my opinion the following:
- engine allowing semi fluent large scale open world combat compared to any other big MMORPG
- collision mechanic making it possible to create and hold chokepoints for sieges
- guard mechanic allowing for a tank classfantasy not present in any other game i know off
- a pvp meta that in it's core is very simple but hard to perfect

pvp gameplay loop is always the same. if you get overwhelmed in Scenarios, feel like everyone is perma guarded, you don't know who is guarding who, than you should first look at yourself. people spend hours or even days to set up their user interface and addons, finetuning every little ability, making priority black and whitelists to only show certain buffs in certain conditions. ofc a person simply slapping on Enemy and buffhead might get confused

Also i see OPs account being registered in 2015. why does a problem with guard arrise now? it's 10 years....

let me give you an example on how to kill any dps (that did not detaunt your partys DPS pre burst) in a matter of 3 seconds.
step 1: prepare burst
step 2: punt away tank 1, kd tank 2, kd dps 1
step 3: have your healers cc/silence enemy healer
step 4: burst dps 1
step 5: if not dead, go to step 1
step 6: if dead, target enemy ma and /smile

If anything would needs to be changed i could imagine actually reworking punts, so that a punt would remove the guard status effect and while being airborne it could be made impossible to use guard. so guard would only be castable while being on the ground. same would apply for jumping. This would slow down combat because tanks would need to spend 1 gcd to reapply guard and gives a longer burst window because no matter how shitty your punt was at least you broke of guard
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Sinisterror
Posts: 1088

Re: Guard ability suggestion

Post#22 » Wed May 14, 2025 1:40 pm

Keula wrote: Wed May 14, 2025 1:10 pm Tonight!
On another Episode of ror balance suggestions:

Battlefield makes yet another proposal that makes no sense at all

Sinisterror states for the 158th time "live was better why can't we have live back, everything sucks now"

And James, wears a hat.
I didnt really say that everything sucks now. Guard was off GCD in RoR as well i dont think i mentioned live? everthing i mentioned has been in ROR. And in my head i point out the flaw/why i think would fix something. Shame it comes off complaining for the sake of complaining, i actually have points=)
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Battlefield
Posts: 462

Re: Guard ability suggestion

Post#23 » Wed May 14, 2025 1:43 pm

Keula wrote: Wed May 14, 2025 1:10 pm Tonight!
On another Episode of ror balance suggestions:

Battlefield makes yet another proposal that makes no sense at all

Sinisterror states for the 158th time "live was better why can't we have live back, everything sucks now"

And James, wears a hat.

It makes sense and premade boys will scream if this happens cause guard will get some cooldown delay.

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Battlefield
Posts: 462

Re: Guard ability suggestion

Post#24 » Wed May 14, 2025 2:06 pm

Templa wrote: Wed May 14, 2025 1:37 pm
Battlefield wrote: Wed May 14, 2025 12:41 pm
Hugatsaga wrote: Wed May 14, 2025 7:16 am If you come from some another mmo pvp scene, say WoW pvp scene for instance, guard (and 15 sec detaunt for that matter but it's whole another story) looks incredibly OP and to be honest it is but at the same time it's such an integral part of the game that touching it is hard and anyone suggesting it will get flamed. Few years ago some devs tried to change 2h tank guard dmg reduction from 50% to 25% and it pretty much led to riots (tbh it was bad idea anyway). Then again guard makes more sense in large scale where no dps can stay in front line without it but at the same time in say 3vs3 it's insanely strong.

This might be controversial but I don't hate the OP's idea. 5 sec cooldown or something like that would be interesting. Good tank players would still get rewarded for initial fast guard swap but there would be more counterplay after guard swap.

In WoW there is the Warrior only in shield spec has similar like guard ability and it has several minutes cooldown, as I remember.

By the way, if devs made that Vigilance/Oppression requires now a shield so why not do the same with guard?
actually brewmaster monk has a mechanic exacly like guard, where you soak up 40% of dmg a team member gets and soak it up yourself as "stagger"(class mechanic, making burst dmg spread out over a duration equaling a dot)

I as a player who almost solely plays smallscale with premade SC and roaming groups wholeheartedly disagree with everthing OP said. :)
RoR has a few design aspects that make it not die which are in my opinion the following:
- engine allowing semi fluent large scale open world combat compared to any other big MMORPG
- collision mechanic making it possible to create and hold chokepoints for sieges
- guard mechanic allowing for a tank classfantasy not present in any other game i know off
- a pvp meta that in it's core is very simple but hard to perfect

pvp gameplay loop is always the same. if you get overwhelmed in Scenarios, feel like everyone is perma guarded, you don't know who is guarding who, than you should first look at yourself. people spend hours or even days to set up their user interface and addons, finetuning every little ability, making priority black and whitelists to only show certain buffs in certain conditions. ofc a person simply slapping on Enemy and buffhead might get confused

Also i see OPs account being registered in 2015. why does a problem with guard arrise now? it's 10 years....

let me give you an example on how to kill any dps (that did not detaunt your partys DPS pre burst) in a matter of 3 seconds.
step 1: prepare burst
step 2: punt away tank 1, kd tank 2, kd dps 1
step 3: have your healers cc/silence enemy healer
step 4: burst dps 1
step 5: if not dead, go to step 1
step 6: if dead, target enemy ma and /smile

If anything would needs to be changed i could imagine actually reworking punts, so that a punt would remove the guard status effect and while being airborne it could be made impossible to use guard. so guard would only be castable while being on the ground. same would apply for jumping. This would slow down combat because tanks would need to spend 1 gcd to reapply guard and gives a longer burst window because no matter how shitty your punt was at least you broke of guard

Yes, Monk has pvp ability is Avert Harm wich guard 4 closest players within 15 yards for 15 seconds to stagger 20% of damage they atake and this ability has 45 seconds cooldown, it is now.

Yes I mostly play 2-3 I use guard but I hate premades in this game they ruin all the fun of the game.

I have already described the problem that smart players when someone throws back a tank, the DPS that the tank is guarding runs to him, barely losing the damage reduction from the guard and, in fact, the punt as an anti-guard ability works poorly and that 2 tanks can guard almost the entire group because the ability has no cooldown. And that the guard works both from below and from above if you knock back a tank from a height. Besieds punt may be parried or blocked and after 20 seconds immune to be knocked back.

Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft? :lol:

Idea is to add to some class the ability to remove the guard buff from the target, like some bless,hex,curse,aliment but with big cooldown, it could be some mpds maybe WH/WE. It's definitely a feature of this game, isn't it?

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Keula
Posts: 129

Re: Guard ability suggestion

Post#25 » Wed May 14, 2025 3:39 pm

Sinisterror wrote: Wed May 14, 2025 1:40 pm I didnt really say that everything sucks now. Guard was off GCD in RoR as well i dont think i mentioned live? everthing i mentioned has been in ROR. And in my head i point out the flaw/why i think would fix something. Shame it comes off complaining for the sake of complaining, i actually have points=)
it's just a (bad)top gear meme, don't think too much about it, about how a lot your posts I randomly stumble upon seem to be about "back in the good old days this used to be that and crit this crit that..." and I always kinda assumed they were mostly about live vs ROR, yea this one not so much sure as it's more earlier ROR vs current one, maybe i need to pay more attention to reading other ones as well...
Battlefield wrote: Wed May 14, 2025 1:43 pm It makes sense and premade boys will scream if this happens cause guard will get some cooldown delay.
Premade boys??? What a term.
So because pugs don't know how to use guard and die because they have no guard, you want everyone to die more? Also what kind of cd we even talking here as you don't specify 2s? 5s? 10s? 364894s? Even then it's not like the pugs can do quick target swaps anyways so now that i think about it, what does it even accomplish in the end? Still need to punt/cc one tank most likely instead of both if you can react/read the situation fast enough to see which tank just swapped guard and which didn't, so doesn't help or even affect pugs at all, only really premade v premade smallscale.

And a pure anti guard ability would either be on the power level of excommunicate or just annoying depending on how it functions. if it's just dispel of the guard buff(which idk if that's even a possible thing to do within the game) then it would just mean tanks have to stare at their guard buff constantly to be able to re-apply it immediately after it's gone and that sounds horrible way to play and yet again good premades probably wouldn't be affected, while worse players would.

If it's can't be guarded/guard doesn't function for X seconds instead, super OP in smallscale, Essentially +100% dmg taken in a lot of situations where it would be used, hence the excommunicate mention earlier and would have to that level of how to acquire it and often/easily you can use it.

TLDR: I don't get what this change would accomplish at all.
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lemao
Posts: 356

Re: Guard ability suggestion

Post#26 » Wed May 14, 2025 3:53 pm

Please do not make any more forum posts.
TTK is already extremely fast.....yeah let´s nerf guard so people die even faster

If you can´t kill people in a 3 second window as 2 dps asissting it is l2p issue.

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Battlefield
Posts: 462

Re: Guard ability suggestion

Post#27 » Wed May 14, 2025 5:13 pm

lemao wrote: Wed May 14, 2025 3:53 pm Please do not make any more forum posts.
TTK is already extremely fast.....yeah let´s nerf guard so people die even faster

If you can´t kill people in a 3 second window as 2 dps asissting it is l2p issue.

Even good witches/witch hunters avoid targets with guards if they see them in RVR, a normal healer in defense under guard is not easy to kill with 2 dps, sometimes even can't be killed by 2 dps, a permanent 50% damage reduction is a lot.

Well, I won't ask you to make me posts or not if I see a problem in the game and I play it, I can't pass by while I'm here.

Although it is not much, but over several years new players come, playing with a friend, for example, having reached level 40 and when they are killed a hundred times by premades and they could not do anything in response because of guard, then what do they do? That's right, they change the game and they have almost no desire to return.

Many people like to play 2-3 with friends and so the balance of this game should take that into account and not just 6v6 or wbs vs wbs.

I've been playing here for a little over a month after a break of 2 years, maybe in a month I'll leave this game again, I've been here since 2015 and I think the game needs to change to become less complex and less dependent.

Avernus
Posts: 383

Re: Guard ability suggestion

Post#28 » Wed May 14, 2025 7:27 pm

Battlefield wrote: Wed May 14, 2025 5:13 pm 1.Even good witches/witch hunters avoid targets with guards if they see them in RVR, a normal healer in defense under guard is not easy to kill with 2 dps, sometimes even can't be killed by 2 dps, a permanent 50% damage reduction is a lot.

2. Although it is not much, but over several years new players come, playing with a friend, for example, having reached level 40 and when they are killed a hundred times by premades and they could not do anything in response because of guard, then what do they do? That's right, they change the game and they have almost no desire to return.

3. Many people like to play 2-3 with friends and so the balance of this game should take that into account and not just 6v6 or wbs vs wbs.

4. I've been playing here for a little over a month after a break of 2 years, maybe in a month I'll leave this game again, I've been here since 2015 and I think the game needs to change to become less complex and less dependent.
1. Ofc they do, the class which is the best at picking up a fight (and avoiding it) is not gonna pick an unfavorable engagement without a good reason...or any class, to be fair, though most of them have a very limited options.

2. What an unexpected turn of events - a few pals which are just wanted to have some fun were demolished by dedicated team. It can't be happening in other pvp games, right? Oh... (to be fair, limited pool of players is indeed an unpleasant thing which raises your chances to meet this team sky hight)

3. The main dish here is mass pvp and sc. For obvious reasons, the game is balanced around this (probably, can't say that i'm that fond of the current state of balance).

4. It's probably just not your game then. Don't force yourself if it's really that painful to play.

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Battlefield
Posts: 462

Re: Guard ability suggestion

Post#29 » Wed May 14, 2025 7:27 pm

Okay, if you don't like a cooldown of guard ability then it could be some debuff on groupmate for 10 seconds not allowing to become guarded again after the guard is transferred to another group member.

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Battlefield
Posts: 462

Re: Guard ability suggestion

Post#30 » Wed May 14, 2025 7:38 pm

Avernus wrote: Wed May 14, 2025 7:27 pm
Battlefield wrote: Wed May 14, 2025 5:13 pm 1.Even good witches/witch hunters avoid targets with guards if they see them in RVR, a normal healer in defense under guard is not easy to kill with 2 dps, sometimes even can't be killed by 2 dps, a permanent 50% damage reduction is a lot.

2. Although it is not much, but over several years new players come, playing with a friend, for example, having reached level 40 and when they are killed a hundred times by premades and they could not do anything in response because of guard, then what do they do? That's right, they change the game and they have almost no desire to return.

3. Many people like to play 2-3 with friends and so the balance of this game should take that into account and not just 6v6 or wbs vs wbs.

4. I've been playing here for a little over a month after a break of 2 years, maybe in a month I'll leave this game again, I've been here since 2015 and I think the game needs to change to become less complex and less dependent.
1. Ofc they do, the class which is the best at picking up a fight (and avoiding it) is not gonna pick an unfavorable engagement without a good reason...or any class, to be fair, though most of them have a very limited options.

2. What an unexpected turn of events - a few pals which are just wanted to have some fun were demolished by dedicated team. It can't be happening in other pvp games, right? Oh... (to be fair, limited pool of players is indeed an unpleasant thing which raises your chances to meet this team sky hight)

3. The main dish here is mass pvp and sc. For obvious reasons, the game is balanced around this (probably, can't say that i'm that fond of the current state of balance).

4. It's probably just not your game then. Don't force yourself if it's really that painful to play.
That's why many players run after allied warbands or go to half-empty zones.

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