highly likely. lol
Is guard too powerful?
Re: Is guard too powerful?
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Re: Is guard too powerful?
Simple fix bellow m2 > M3
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Is guard too powerful?

TTK is too long

Would he survive with guard? Probably.
Would he survive with nerfed guard? Probably not.
Guard is a mechanic introduced to actually have a skill cap of coordination in the game, so that we don't end up with WoW BFA corruption one shots.
Last edited by Rapzel on Tue Aug 10, 2021 8:52 am, edited 1 time in total.
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Re: Is guard too powerful?
If you want to be a part of the solution, roll a tank, level it to rr70 and come to ranked. Make sure not to press guard because that would be OP. Tell your team you are not going to abuse OP abilities such as guard. GL
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- Posts: 441
Re: Is guard too powerful?
Jeliel80 wrote: ↑Tue Aug 10, 2021 6:09 am Guard and Healing are fine, the game requires grouping and coordination, old style trinity mmorpg... most of all changes shouldn't be based on ranked or group play, WAR was always about Warband gameplay.
I'm convinced though, that core mechanics shouldn't have been touched, starting with critical hit rates nerf back then.
I'd revert it and most subsequent chain reaction changes after it, namely:
- as said, critital hit rates nerf
- bellows m2 instead of old m3
- aoe cap (sure you can hit more players, but more significantly challenge and bellow are too powerul like this)
- morale nerf (necessary atm, as order winning conditions aren't met with crit nerf)
There have been many QoL or small changes that are great, but core gameplay mechanics shouldn't have been touched, just my 2c.
old style trinity mmorpg in the pastBattlefield wrote: ↑Mon Aug 09, 2021 4:45 pm If this game will be only 6v6 oriented i'm sure it will 'die' someday again....
Do you wish more online? So think about common player not about mechanic or anything else!
The game should be fun, not pain or fatigue!
Re: Is guard too powerful?
It is a pity to waste time on this hopeless idea of the post's author.
Strange that there were twenty people who voted YES. But well, people who believe that the earth is flat also find their supporters.
Reduce the dmg of all skils beating more than one target by 20-25%. More challenging tactics than standing still and "bomb, bomb, bomb, drop morale, bomb, bomb" should win the game.
More bonuses for ST than embarrassing aoe.
More bonuses to critical dmg than to flat dmg (7sov bonuses for example).
The game then would definitely promote a more complex and challenging style of play.
Strange that there were twenty people who voted YES. But well, people who believe that the earth is flat also find their supporters.
M2 should return to the place of M3 again.Jeliel80 wrote: ↑Tue Aug 10, 2021 6:09 am Guard and Healing are fine, the game requires grouping and coordination, old style trinity mmorpg... most of all changes shouldn't be based on ranked or group play, WAR was always about Warband gameplay.
I'm convinced though, that core mechanics shouldn't have been touched, starting with critical hit rates nerf back then.
I'd revert it and most subsequent chain reaction changes after it, namely:
- as said, critital hit rates nerf
- bellows m2 instead of old m3
- aoe cap (sure you can hit more players, but more significantly challenge and bellow are too powerul like this)
- morale nerf (necessary atm, as order winning conditions aren't met with crit nerf)
There have been many QoL or small changes that are great, but core gameplay mechanics shouldn't have been touched, just my 2c.
Reduce the dmg of all skils beating more than one target by 20-25%. More challenging tactics than standing still and "bomb, bomb, bomb, drop morale, bomb, bomb" should win the game.
More bonuses for ST than embarrassing aoe.
More bonuses to critical dmg than to flat dmg (7sov bonuses for example).
The game then would definitely promote a more complex and challenging style of play.
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Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Re: Is guard too powerful?
With last morale pump nerf impacting more Destro than Order, swapping current tank M2 on a M3 slot will just kill Destro realm even more imho.
=> Order has a much easier access to cd reduction so they can pump more often.
Rolling back on AoE 24 cap change would be a good start : ST builds would be more encouraged so potentially better focus on targets to kill.
I agree about Critical mechanics, they're ineffective atm so it's easy for hight crit heal rate healers to outheal most of builds.
Guard seems too powerful because most of ST specs underprerform. I don't know why exactly, maybe because people don't want to be killed solo in lakes.
=> Order has a much easier access to cd reduction so they can pump more often.
Rolling back on AoE 24 cap change would be a good start : ST builds would be more encouraged so potentially better focus on targets to kill.
I agree about Critical mechanics, they're ineffective atm so it's easy for hight crit heal rate healers to outheal most of builds.
Guard seems too powerful because most of ST specs underprerform. I don't know why exactly, maybe because people don't want to be killed solo in lakes.
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Re: Is guard too powerful?
So the guard change to 2h that the devs had done before in the past, was it a reduced guard or could you just not guard with a 2h? I haven't been around too long.
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