Guard ability suggestion
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: Guard ability suggestion
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Re: Guard ability suggestion
Actually, parry/block is frontal only. That’s why you have to knock away the tank from the rear/behind.Battlefield 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.
In your opening post, you write that guard target runs to tank even if he was punted - that’s why you have to use Tank M1 Champ Challenge and/or a stun - to prevent the target from moving, but also using def cds and/or pots.
You also write that punt is a bad antiguard ability, and it serves another purpose in RvR - actually it can serve both purposes. And as far as i know, punt is the most effective antiguard tool in the game. It is perhaps harder to knock away a tank in large scale fights, like wb vs wb, but then such setups have the advantage of breaking guarded front lines with massive morale dumps - something you in most cases cannot replicate in small scale - where the punt reigns supreme.
Also, as shown in cities, guarded frontlines can be taken advantage of by assigning kill squads that exploit unguarded healer backlines.
So there are tools to mitigate the effect of guard in both small scale and large scale - ofcourse it is easier if you can communicate and coordinate.
There’s no denying that guard is a strong ability that defines many aspects of the game. But does it need changing because of that?
If atleast some of the things you mention are implemented, like ;
-cooldown on ability
-removal of the guard by an ability (like removing rampage with shatter)
-reduced damage split values.
What will the impact of such changes be on the game, and what is the point of such changes? You want to reduce the power of guard and make killing targets easier, is that what you want? Or do you think guard gives too big of an advantage to coordinated groups, against solos/pugs?
- Battlefield
- Posts: 464
Re: Guard ability suggestion
Re: Guard ability suggestion
Heh. I think there are like three or four different versions of this advice in here but the OP doesn't want to hear it. They just want this game to play like WoW and cater even more than it does to DPS classes. The way tanks are actually useful in PvP in this game is what attracted me to it many, many years ago and has, since live, confused a non-trivial part of the playerbase.toffikx wrote: ↑Wed May 14, 2025 9:01 pmActually, parry/block is frontal only. That’s why you have to knock away the tank from the rear/behind.Battlefield 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.
In your opening post, you write that guard target runs to tank even if he was punted - that’s why you have to use Tank M1 Champ Challenge and/or a stun - to prevent the target from moving, but also using def cds and/or pots.
You also write that punt is a bad antiguard ability, and it serves another purpose in RvR - actually it can serve both purposes. And as far as i know, punt is the most effective antiguard tool in the game. It is perhaps harder to knock away a tank in large scale fights, like wb vs wb, but then such setups have the advantage of breaking guarded front lines with massive morale dumps - something you in most cases cannot replicate in small scale - where the punt reigns supreme.
Also, as shown in cities, guarded frontlines can be taken advantage of by assigning kill squads that exploit unguarded healer backlines.
So there are tools to mitigate the effect of guard in both small scale and large scale - ofcourse it is easier if you can communicate and coordinate.
There’s no denying that guard is a strong ability that defines many aspects of the game. But does it need changing because of that?
If atleast some of the things you mention are implemented, like ;
-cooldown on ability
-removal of the guard by an ability (like removing rampage with shatter)
-reduced damage split values.
What will the impact of such changes be on the game, and what is the point of such changes? You want to reduce the power of guard and make killing targets easier, is that what you want? Or do you think guard gives too big of an advantage to coordinated groups, against solos/pugs?
- kleinbuchstabe
- Posts: 79
Re: Guard ability suggestion
Welcome to RoR Forum!
Someone plays better than you?
Maybe dare to build a group, and beat your noob-play-style?
Dont hesitate! Join the RoR forum!
Open a thread, and suggest the total nerf of every class, playstyle and ability, wich beats your noobass in game!
There are no borders!
Improve yourself? Git gud?
That was yesterday! Who needs skill, when you can nerf?
Suggest everything!
Break the game!
Make your enemies weak, and make your ordinariness shine!
For real man, this Forum became a clown show...
all these suggestions of bad players who want to punish good players for playing good. Couldn't make it up!
Someone plays better than you?
Maybe dare to build a group, and beat your noob-play-style?
Dont hesitate! Join the RoR forum!
Open a thread, and suggest the total nerf of every class, playstyle and ability, wich beats your noobass in game!
There are no borders!
Improve yourself? Git gud?
That was yesterday! Who needs skill, when you can nerf?
Suggest everything!
Break the game!
Make your enemies weak, and make your ordinariness shine!
For real man, this Forum became a clown show...
all these suggestions of bad players who want to punish good players for playing good. Couldn't make it up!
-
- Posts: 263
Re: Guard ability suggestion
Okay, if you don't like a core mechanic of the game, maybe play something more to your liking. Mainstream flavorless, bland. World of Warcraft for example.Battlefield wrote: ↑Wed May 14, 2025 7:27 pm Okay, if you don't like a cooldown of guard ability then it could be some debuff on groupmate for 10 seconds not allowing to become guarded again after the guard is transferred to another group member.
- Battlefield
- Posts: 464
Re: Guard ability suggestion
JohnnyWayne wrote: ↑Thu May 15, 2025 7:22 amOkay, if you don't like a core mechanic of the game, maybe play something more to your liking. Mainstream flavorless, bland. World of Warcraft for example.Battlefield wrote: ↑Wed May 14, 2025 7:27 pm Okay, if you don't like a cooldown of guard ability then it could be some debuff on groupmate for 10 seconds not allowing to become guarded again after the guard is transferred to another group member.
core mechanic of this game is all buffs can be removed by special abilities exept guard, even Vigilance can be removed from the Kotbs or similar ability has RP and Zealot are Grimnir's Shield/Embrace the Warp abilities that reduce only incoming damage by 50% and they all can be removed as buffs, do not confuse with detaunts
core mechanic when 1 ability on a permanent basis that can't be removed reduces all incoming damage by 50% without any cooldown like an infinite bubble and tanks can swap it every second so 2 tanks can almost guard the entire group.
core mechanic when punt distance maybe 60-80ft and the radius of the guard is 30ft
core mechanic when players playing in voice use tricks after punt and dps runs to tank without losing damage reduction from guard
core mechanic when someone rooted and gave the tank immune to be knocked back for 20 seconds not allowing to use punt
core mechanic when the enemy tank is waiting for a knockback from you and he keeps you in focus without turning backwards towards you, and he also has a high parry or block chance (this often happens in scenarios)
Need to make punt for tanks undefendable and increases the distance of punt or reduce radius of the guard ability to 25ft or even 20ft and add 10 or 20 seconds of cooldown to the guard ability.
Gives to WH/WE an ability that will remove guard from the target, let's say, once a minute or 2, guard is a buff and against buffs in this game there are abilities to remove them.
Guard ability was made for melee dps to survive in big fights and even after that it will still perform its task
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Re: Guard ability suggestion
There are quite a few "buffs" that cant be removed like kotbs/chosen auras, dok/wp covenants/prayers and prolly more of these. So your statement is wrong. These unremovable buffs is based on yours and your party members location and are part of game fundamentals.
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
- Battlefield
- Posts: 464
Re: Guard ability suggestion
Nameless wrote: ↑Thu May 15, 2025 11:05 am There are quite a few "buffs" that cant be removed like kotbs/chosen auras, dok/wp covenants/prayers and prolly more of these. So your statement is wrong. These unremovable buffs is based on yours and your party members location and are part of game fundamentals.
Compared to the guard it's funny auras don't reduce incoming damage by 50% and do not affect the balance of the game as much as the guard, but if it's necessary for the sake of overall balance, make it so that they can be removed too, this is more important.
And auras that are not removable are a very small part of the buffs in this game, around 90% of all buffs can be removed.
I even presume that the official developers could think of making it possible to remove the guard buff from the target with a special ability but they didn't decide to do it.
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