[Suggestion] Making guard less OP

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saupreusse
Former Staff
Posts: 2465

Re: [Suggestion] Making guard less OP

Post#11 » Mon Feb 22, 2016 12:16 am

Defiance wrote:If Guard gets nerfed (or "changed"), I'd reroll BW/SW same day. ****, reroll WL and eat everyone... not like Destro pugs Guard much anyway.

I don't recommend it.

These things always start with the nicest sounding intentions, but really, it's an "I don't like this" followed by a "What do we do about it?". The answer is nothing, Jim. We do nothing.
It's not like I dont like it if I play my guarded DOK. But its a bit of an easy mode to be honest. :)
such high percentages (50%!!! FLAT) and the fact that its to hard to break make it too strong imo.
And yeah, guard is needed, dont get me wrong. A meelee DD without guard like choppa or slayer is just useless most of the time and is impossible to heal.

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saupreusse
Former Staff
Posts: 2465

Re: [Suggestion] Making guard less OP

Post#12 » Mon Feb 22, 2016 12:18 am

Boursk wrote:Guard is fine as it is.

If there's enough **** hitting the guarded target, the tank guarding him will absolutely disintegrate.
this might be the circumstance in tier 3. but in tier 4 a def tank can become so defensive that it is nearly impossbile to kill him with guard dmg.

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Shadowgurke
Posts: 618

Re: [Suggestion] Making guard less OP

Post#13 » Mon Feb 22, 2016 12:19 am

saupreusse wrote:
The dmg that is taken by the guarding tank(s) is minimal, because it can be blocked and is reduced by armor and resistances. (if you are a well equipped def-tank)
Small notes. Guard damage can be parried as well. But: It can't be mitigated by the tank. It takes 50% of the post-mitigation damage the guarded target recieves. Read: Guard squishy => tank dead pretty fast.
saupreusse wrote: A Tank-Heal combo is by far the strongest duo ingame.
That seems really subjective. To me that duo fails to kill anything. Guard on a healer is also not really what you want in Scenarios either. There are many good duos but tank+healer is not one of them.
saupreusse wrote:The healer only takes 50% dmg of all sources and as far as i know there is no way to break the guard except scattering
With 35 both KotBS and Chosen get their superpunt. IB and BG already have it. The key is snaring the tank, then punting. This gives a window of opportunity to kill the healer. Extra style points for KD on either target.
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saupreusse
Former Staff
Posts: 2465

Re: [Suggestion] Making guard less OP

Post#14 » Mon Feb 22, 2016 12:23 am

maybe giving this "superpunt" to some more classes could be a possibility?
Its not like you alway have a KOTBS /Chosen around you :P

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Gachimuchi
Posts: 525

Re: [Suggestion] Making guard less OP

Post#15 » Mon Feb 22, 2016 12:25 am

Shadowgurke wrote: Small notes. Guard damage can be parried as well. But: It can't be mitigated by the tank. It takes 50% of the post-mitigation damage the guarded target recieves. Read: Guard squishy => tank dead pretty fast.
Wait, really? Not even toughness?

Well then, guard is fine.
saupreusse wrote:maybe giving this "superpunt" to some more classes could be a possibility?
Its not like you alway have a KOTBS /Chosen around you :P
Maybe not chosen, but theres no shortage of KOTBs.
Zuuka - Okayzoomer - and many others
Khandikhaine/Ligmuh/Egf - Meatcircle - Ukruton - and many others
Old School / Lords of the Locker Room

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Jaycub
Posts: 3130

Re: [Suggestion] Making guard less OP

Post#16 » Mon Feb 22, 2016 12:30 am

Ya but i requires your group to run a kotbs order side if they want access to super punt which can be game changing in some scenarios, and is argueably the only counter to guard as it's the only punt which will take a tank out of guard range for long enough to matter.

IB should get a nice buff to their base punt, and SM/BO need anything in general to be on par w/ their other 2 tank counterparts.
<Lords of the Locker Room> <Old School>

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Shadowgurke
Posts: 618

Re: [Suggestion] Making guard less OP

Post#17 » Mon Feb 22, 2016 12:42 am

Gachimuchi wrote: Wait, really? Not even toughness?
Nope
Jaycub wrote: IB should get a nice buff to their base punt, and SM/BO need anything in general to be on par w/ their other 2 tank counterparts.
Mate, have you played IB at all? That punt is absolutely ridiculous. It might be a little shorter than BGs lolpunt but the fact that it doesn't scale with Grudge and has 10s CD makes it superior imo. And not requiring a tactic slot puts it over KotBS and Chosen
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roadkillrobin
Posts: 2773

Re: [Suggestion] Making guard less OP

Post#18 » Mon Feb 22, 2016 1:01 am

stack dps on a guarded target and he drops pretty quick...it's not an issue, and nerfing it would nerf the **** out of support tanks.
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Krku
Posts: 11

Re: [Suggestion] Making guard less OP

Post#19 » Mon Feb 22, 2016 2:55 am

Once I'd guarded 32 lvl Magus on my low lvl bg (10-14 don't remember exactly) bg (with a shield) while standing near and doing nothing while he was farming mobs. Actually his hp % was dropping faster than my hp %. Location was IC if you wonder about the t2 bolster.
Last edited by Krku on Mon Feb 22, 2016 3:00 am, edited 1 time in total.

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Mez
Posts: 730

Re: [Suggestion] Making guard less OP

Post#20 » Mon Feb 22, 2016 3:00 am

i didnt read, but, can we have a nonsense folder made for the ideas that completely remake the game. Maybe if we get enough we can start a kickstarter for a whole new game that will be bad ass. Just leave Reckoning the f*$# out of it. Holy crap already.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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