Tanks can transfer the Guard ability to other party members every second and they use it constantly especially premades, this creating headaches for opponents !
From the outside it looks like 1 tank can guard half of the group.
Other mmo games have similar abilities but they have a cooldown, so my suggestion is that the Guard ability should have at least some kind of cooldown.
Especially since an attempt to lower the damage reduction of this ability several years ago was not successful.
Premades use the guard ability in full and 2 tanks essentially guard the entire group and even if your skilled punt knock back a tank often dps runs then to the tank so it doesn't lose the damage reduction from guard almost at all and players are not stupid right, know how to trick the system.
Punt is only possible once every 20 seconds because of immune and the tank usually comes running back in 5 seconds, and punt is a bad option for antiguard ability, it's most used to throw closer and focus one of the opponents in RVR.
Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft?
Another idea is to add to some class the ability to remove the guard buff from the target, like some hex,curse,aliment but with big cooldown, it could be some mpds.
The guard ability is somewhat similar to detaunt, but when detaunted the damage is reduced both incoming and outgoing. So why not make it similar but more balanced, for example -10% outgoing damage?
Even the Vigilance reduce outgoing damage by 25%.
Or maybe the main issue cause 50% damage reduction of guard it's to much?
Guard ability suggestion
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- Battlefield
- Posts: 458
Guard ability suggestion
Last edited by Battlefield on Wed May 14, 2025 2:45 pm, edited 9 times in total.
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Re: Guard ability suggestion
Just knock away the tank?
- Battlefield
- Posts: 458
Re: Guard ability suggestion
At first if tank with shield or in max parry spec you can't knock it away so easily and most likely failure is possible but even if you do this, it is only possible once every 20 seconds and in a fight 20 seconds is not a little and the tank usually comes running back in 5 seconds.
Second, not all tanks play with such tactic for further knock back exept bg/ib.
Re: Guard ability suggestion
1. Not every counter is guaranteed to work BUTBattlefield wrote: ↑Tue May 13, 2025 10:30 pmAt first if tank with shield or in max parry spec you can't knock it away so easily and most likely failure is possible but even if you do this, it is only possible once every 20 seconds and in a fight 20 seconds is not a little and the tank usually comes running back in 5 seconds.
Second, not all tanks play with such tactic for further knock back exept bg/ib.
2. You can get behind them to increase your chances of connecting AND
3. If you are worried about separating the guardee from the guarder, then you (or your tanks) should be speccing it or find another way to deal with it.
Re: Guard ability suggestion
Don't fix what is not broken. The guard-mechanic is one of the best things with this game.
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Re: Guard ability suggestion
If anything it should be off gcd.
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- Posts: 262
Re: Guard ability suggestion
Just off gcd would make it a bit strong (imho its the strongest ability in game already), but for faster reactions, I'd love it to be off gcd and have a 2-3 sec cooldown. I think that would create interesting scenarios for counterplay like fast target switches. What OP describes is a skill issue though...
Re: Guard ability suggestion
Lol... So you wanna punish good players for being good and properly use their skillset?
Hell no.
1. Punt tank.
2. Properly pick target.
3. Git gud.
Hell no.
1. Punt tank.
2. Properly pick target.
3. Git gud.
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Re: Guard ability suggestion
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.
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.
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- Panzerkasper
- Posts: 577
Re: Guard ability suggestion
It becomes more and more obvious, that OP has never had a tough fight against good opponents.
If anything, I agree with Fey. It should be moved off the gcd if anything.
Case dismisssed.
If anything, I agree with Fey. It should be moved off the gcd if anything.
Case dismisssed.

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