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[Suggestion] Making guard less OP

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Landaren
Posts: 226

Re: [Suggestion] Making guard less OP

Post#21 » Mon Feb 22, 2016 3:14 am

Best case for a guard change would be duration and a cool down.

I doubt it could happen, but say, applying guard would make a target immune to other guarding effects for 30 seconds, guard last 20 seconds.

So for 10 seconds after each application of guard, a target is vulnerable. Honestly if you cannot spike a target down after 20 seconds, your team needs help. Conversely, if your team can force a guard swap early in the 30 second window, you can make a target vulnerable for longer then the 10 second window.

Its an idea, perhaps not the best, but far better then fire and forget.

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Tiggo
Former Staff
Posts: 1948

Re: [Suggestion] Making guard less OP

Post#22 » Mon Feb 22, 2016 3:17 am

so much wrong in the op, not worth discussing. Guard is fine as is.
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Soulcheg
Posts: 936

Re: [Suggestion] Making guard less OP

Post#23 » Mon Feb 22, 2016 3:51 am

Why such topic isn't closed yet?
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bichka
Posts: 439

Re: [Suggestion] Making guard less OP

Post#24 » Mon Feb 22, 2016 3:54 am

there no Trivial Blows which working and now you want to nerf tanks and turn this game into pure sorc/bw/festering arrow oneshots?

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Valnak
Posts: 104

Re: [Suggestion] Making guard less OP

Post#25 » Mon Feb 22, 2016 4:03 am

Well, better get in this thread before it's locked. My suggestion to make guard less OP is to just delete all healers and tanks, we only need marauders. Delete everything else. Mirror marauaders to Order. Remove all abilities except flail. Then rename this Warhammer of the Ancients.
Tury06 wrote:I agree about premade doesnt require skill at all
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This is 2016. Why do the devs allow the magus to continue to be overpowered?

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Drak
Posts: 9

Re: [Suggestion] Making guard less OP

Post#26 » Mon Feb 22, 2016 4:16 am

My DoK wants the WH stealth while healing. And a chalice that works like a BO shield.
My IB wants to shoot endless doombolts out of his butt while spamming Zealot group heals.
My SH wants Pounce….er, bad idea, just nerf the hell out of Pounce. :mrgreen:

“Balance” shouldn’t be about cherry-picking skills that make classes unique and handing them to other classes, or nerfing skills that make a class effective, useful and fun to play. If RoR went that way it just would be a less pretty version of, ugh, ESO.

Guard is OP?

Guard requires a tank to (a) apply it, (b) float it as necessary, (c) stay within range, (d) manage just a few (cough) other things, such as cc, and not cry too much when another player’s careless aoe breaks staggers/snares that you’ve just applied to save your guard target’s butt. It’s also a way to die much more often than would happen if not guarding.
Sounds OP, and also easy.
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Luth
Posts: 2840

Re: [Suggestion] Making guard less OP

Post#27 » Mon Feb 22, 2016 8:41 am

saupreusse wrote:
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.
Please keep in mind that we won't see trivial blows here, so everyone will be squishier (including full def-tanks). While standing in AOE he will get normal guard damage and higher critdamage compared to the mythic server, so the whole gameplay situation has to be re-evaluated.

Also: if your group is very fast and coordinated you can trick a good guardswitch tank when you fake to attack a non-guarded target (e.g. healer) and instantly switch back to the former target (e.g. DD) as he switches guard to the healer. So you have the GCD on the tank running and your DDs have about 1 second to burst the target (essential debuffs should be applied on the DD before switch).

Ashoris
Posts: 406

Re: [Suggestion] Making guard less OP

Post#28 » Mon Feb 22, 2016 9:01 am

making guard less OP,
learn to cc and switch targets ...... sorry for sounding harsh but
guard is one of the key features that makes this game fun, it makes the game more complex.
Otherwise you would only have to compete with burst/spike dmg, than healers and melee DD's would be wasted too.
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dirnsterer
Posts: 199

Re: [Suggestion] Making guard less OP

Post#29 » Mon Feb 22, 2016 9:18 am

Guard is OP as hell. And still most tanks do not know how to use it. So I think it is quite well balanced in that way. :3 (It is fine, really.)

Annaise16
Posts: 341

Re: [Suggestion] Making guard less OP

Post#30 » Mon Feb 22, 2016 10:30 am

The easiest and probably fairest way to nerf Guard is to reduce the percent of deflected damage.

Each 1 percentage point nerf to Guard would increase incoming damage by 2%. For example a 5 percentage point nerf from 50% to 45% would increase incoming damage on the guarded target by 10%. A 10% buff to damage will make things tougher for the guarded target but would make a difference to the outcome of a fight only when the fight is close.

Reducing Guard by 10 percentage points from 50% to 40% would increase incoming damage on the guarded target by 20%. For example, instead of taking 500 points of damage from a 1000 point hit, they would take 600 points. A 20% increase in damage taken is a fairly large amount and would definitely force a group to work harder to keep a guarded target alive.

Any larger nerf than that would probably be unfair to tanks.

And lol at people who say that a defensive tank has to worry about dying from guard damage. Any tank that has a shield or has stacked parry is very unlikely to ever die from guard damage unless they are truly careless AND have no healing. I played my SM to 40/90 in AOR and died from guard damage once. That was in tier 2 when the toon was about level 15 at a last stand in a keep where there were no healers. If I hadn't died of guard damage, I would have been killed by the swarming destro about 5 seconds later. Guard damage should very rarely be a concern to a tank that is running even a semi-defensive build.

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