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2h Tank guard

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Nekkma
Posts: 759

Re: 2h Tank guard

Post#41 » Sat Jan 09, 2021 7:57 am

Yeah, it was an approximation given most dps have 1k+ mainstat while tanks have maybe 300-700 ws depending on spec and gear so roughly 5% parry from ws nowadays then instead of the old 25%.
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Akilinus
Posts: 436

Re: 2h Tank guard

Post#42 » Sat Jan 09, 2021 7:58 am

detrap wrote: Sat Jan 09, 2021 4:25 am This post doesn't make much sense, you go 2h to do more damage yet you want the survivability closer to a snb tank? There was reasons for these changes. If you want to play a 2h support role with survivability, go vanq for defense bonus and sentinel weapon or epic quest weapon. Or play an sm. It's not fair that 2h tanks are just as hard to kill as snb tanks.

If you also want more survivability as a 2h have more snb tanks in the warband using htl?

It was a great change and better for the game overall!
You never had the same survivability on 2h as on snb not sure where you got that from.
Kkomrade 80 Zealot Akilinuz 80 Chosen Zaiyer 80 Marauder
Kkomrades 80 Black Guard Sauer 80 Squig herder Nosler 80 Witch Elf Soniq 70 Shaman

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anarchypark
Posts: 2085

Re: 2h Tank guard

Post#43 » Sat Jan 09, 2021 8:38 am

Ysaran wrote: Sat Jan 09, 2021 7:30 am DISCLAIMER: it's not about the damage!
13 years this game is out, and ppl still don't get it. When you go 2h you get improved punt and utility. No one cares about damage.
Also, not everyone play in WB. Lots of ppl play small-scale. In small-scale you need the punt, it's tank most important tool. But you often fight outnumbered so you must be as hard as possible. Now it's not possible anymore. That's the problem

problem ?
or just meta change.
devs talked about too many 2h tanks in small scale, iirc.
99.9% i guess ?
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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detrap
Posts: 352
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Re: 2h Tank guard

Post#44 » Sat Jan 09, 2021 9:36 am

Akilinus wrote: Sat Jan 09, 2021 7:58 am
detrap wrote: Sat Jan 09, 2021 4:25 am This post doesn't make much sense, you go 2h to do more damage yet you want the survivability closer to a snb tank? There was reasons for these changes. If you want to play a 2h support role with survivability, go vanq for defense bonus and sentinel weapon or epic quest weapon. Or play an sm. It's not fair that 2h tanks are just as hard to kill as snb tanks.

If you also want more survivability as a 2h have more snb tanks in the warband using htl?

It was a great change and better for the game overall!
You never had the same survivability on 2h as on snb not sure where you got that from.
You did because you can stack parry on many tanks and parry ALL the defendable guard damage, no matter the source it came from. Survivability for 2h was far better then than it is now. Better than a lot of snb tanks that only had 30%-40% block
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Akilinus
Posts: 436

Re: 2h Tank guard

Post#45 » Sat Jan 09, 2021 9:38 am

detrap wrote: Sat Jan 09, 2021 9:36 am
Akilinus wrote: Sat Jan 09, 2021 7:58 am
detrap wrote: Sat Jan 09, 2021 4:25 am This post doesn't make much sense, you go 2h to do more damage yet you want the survivability closer to a snb tank? There was reasons for these changes. If you want to play a 2h support role with survivability, go vanq for defense bonus and sentinel weapon or epic quest weapon. Or play an sm. It's not fair that 2h tanks are just as hard to kill as snb tanks.

If you also want more survivability as a 2h have more snb tanks in the warband using htl?

It was a great change and better for the game overall!
You never had the same survivability on 2h as on snb not sure where you got that from.
You did because you can stack parry on many tanks and parry ALL the defendable guard damage, no matter the source it came from. Survivability for 2h was far better then than it is now. Better than a lot of snb tanks that only had 30%-40% block
If you have the option to hit 2 tanks. 1 with snb and 1 with 2h which would you choose?
Kkomrade 80 Zealot Akilinuz 80 Chosen Zaiyer 80 Marauder
Kkomrades 80 Black Guard Sauer 80 Squig herder Nosler 80 Witch Elf Soniq 70 Shaman

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Ysaran
Posts: 1309

Re: 2h Tank guard

Post#46 » Sat Jan 09, 2021 9:43 am

anarchypark wrote: Sat Jan 09, 2021 8:38 am
Ysaran wrote: Sat Jan 09, 2021 7:30 am DISCLAIMER: it's not about the damage!
13 years this game is out, and ppl still don't get it. When you go 2h you get improved punt and utility. No one cares about damage.
Also, not everyone play in WB. Lots of ppl play small-scale. In small-scale you need the punt, it's tank most important tool. But you often fight outnumbered so you must be as hard as possible. Now it's not possible anymore. That's the problem

problem ?
or just meta change.
devs talked about too many 2h tanks in small scale, iirc.
99.9% i guess ?
I would be fine with this change if tank's gears, tactics, skills and mastery tree were adapted to fit this new kind of game style. But reality is that that didn't happened. Beside BG (and SM, maybe?) there are no others tanks that can increase their disrupt with a tactic. there are no tactics that proc on dodge and very few proc on disrupt, while most proc on parry. I mean what kind of defense has an IB against ranged? a shitty 900 damage absorb with CD? Tanks are not designed to have guard mitigated by all three avoidences
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Targhor
Posts: 26

Re: 2h Tank guard

Post#47 » Sat Jan 09, 2021 9:45 am

i know its a rather unpopular pov, but i would be very fine with guard being a "requires shield"-skill.
would solve all this ado here too.

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Idrinth
Addon Developer
Posts: 665
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Re: 2h Tank guard

Post#48 » Sat Jan 09, 2021 9:54 am

Targhor wrote: Sat Jan 09, 2021 9:45 am i know its a rather unpopular pov, but i would be very fine with guard being a "requires shield"-skill.
would solve all this ado here too.
That would completely kill of twohanded tanks, taking away the main factor that separates tanks from mdps besides damage output.
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anarchypark
Posts: 2085

Re: 2h Tank guard

Post#49 » Sat Jan 09, 2021 10:11 am

Ysaran wrote: Sat Jan 09, 2021 9:43 am
anarchypark wrote: Sat Jan 09, 2021 8:38 am
Ysaran wrote: Sat Jan 09, 2021 7:30 am DISCLAIMER: it's not about the damage!
13 years this game is out, and ppl still don't get it. When you go 2h you get improved punt and utility. No one cares about damage.
Also, not everyone play in WB. Lots of ppl play small-scale. In small-scale you need the punt, it's tank most important tool. But you often fight outnumbered so you must be as hard as possible. Now it's not possible anymore. That's the problem

problem ?
or just meta change.
devs talked about too many 2h tanks in small scale, iirc.
99.9% i guess ?
I would be fine with this change if tank's gears, tactics, skills and mastery tree were adapted to fit this new kind of game style. But reality is that that didn't happened. Beside BG (and SM, maybe?) there are no others tanks that can increase their disrupt with a tactic. there are no tactics that proc on dodge and very few proc on disrupt, while most proc on parry. I mean what kind of defense has an IB against ranged? a shitty 900 damage absorb with CD? Tanks are not designed to have guard mitigated by all three avoidences

meta change means less effective 2h defensive tank in small scale. in my view.
if purpose was actually meta change, why would they change gears, tactics, skills and mastery tree to negate their purpose.
they wanna give defensive role to snb i think. HtL buffs etc.
punt game is boring, it's been 10 years. maybe it's time to move and adapt new things.
but i guess they already choose quit over adapt.
SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

User avatar
mogulprince
Posts: 21

Re: 2h Tank guard

Post#50 » Sat Jan 09, 2021 10:12 am

Targhor wrote: Sat Jan 09, 2021 9:45 am i know its a rather unpopular pov, but i would be very fine with guard being a "requires shield"-skill.
would solve all this ado here too.
You didn't think this through and what it solves is that it kills 2h tank altogether as you're taking away a core mechanic for anything that involves 2+ players in a group.

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