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.
- Panzerkasper
- Posts: 580
Re: Guard ability suggestion
Guard is absoltely necessary for the balance of the game hence for the simple fact that you can stack damage easier than you can stack defense.

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Re: Guard ability suggestion
At first I thought it was such a joke but I see the next entries in the post and I guess he is so serious.
Guard is absolutely the foundation in this game.
If you don't like it then learn to live with it or find another pvp mmo without guard machanics. There are plenty of them out there.
Most of us tried to find our way in other pvp mmo's (WoW, TESO, GW2, DAoC ect) after the original servers closed and why do you think people came back to the new RoR as it was created?
Because it is unique and guard is one of its unique features.
What you are proposing is the worst proposal on the forum so far.
One thing that can be easily done (I've been advocating this since the introduction is a pointless change) is to reverse the change in 20 sec cd to punts in snb spec.
It's hard for me to conclude what the devs were guided by when they introduced such a change reducing the usefulness of snb tanks (I'm just guessing that they were at the time heavily influenced by the person who lobbied for strengthening the role of 2h tank and downplaying snb spec).
Anyway even if I would play snb I can't imagine not having tactics for super punt even with 20 sec cd.
Guard is absolutely the foundation in this game.
If you don't like it then learn to live with it or find another pvp mmo without guard machanics. There are plenty of them out there.
Most of us tried to find our way in other pvp mmo's (WoW, TESO, GW2, DAoC ect) after the original servers closed and why do you think people came back to the new RoR as it was created?
Because it is unique and guard is one of its unique features.
What you are proposing is the worst proposal on the forum so far.
One thing that can be easily done (I've been advocating this since the introduction is a pointless change) is to reverse the change in 20 sec cd to punts in snb spec.
It's hard for me to conclude what the devs were guided by when they introduced such a change reducing the usefulness of snb tanks (I'm just guessing that they were at the time heavily influenced by the person who lobbied for strengthening the role of 2h tank and downplaying snb spec).
Anyway even if I would play snb I can't imagine not having tactics for super punt even with 20 sec cd.
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- Posts: 264
Re: Guard ability suggestion
None of those have such stern requirement of positioning as guard has. Not even close. Your "removing" aka counter play, is punting. And with snares the distance is quite sufficient to kill a target also. You sir, have a skill issues. That is personal and not of the game.Battlefield wrote: ↑Thu May 15, 2025 9:40 amJohnnyWayne 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
- Battlefield
- Posts: 471
Re: Guard ability suggestion
JohnnyWayne wrote: ↑Thu May 15, 2025 6:43 pmNone of those have such stern requirement of positioning as guard has. Not even close. Your "removing" aka counter play, is punting. And with snares the distance is quite sufficient to kill a target also. You sir, have a skill issues. That is personal and not of the game.Battlefield wrote: ↑Thu May 15, 2025 9:40 amJohnnyWayne wrote: ↑Thu May 15, 2025 7:22 am
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.
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
These are temporary buffs from the example, and the guard is permanent without any cooldown
This is not my full quote, you seem to have missed something. Okay, I'll do it for you.
Battlefield wrote: ↑Wed May 14, 2025 7:27 pm
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 or vs premades)
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
Re: Guard ability suggestion
I have been avoiding posting this not to restart a different fight but the problem the OP is describing is not with guard it is with healing and/or single-target damage nerfs.
In the original game, guard was applied to healers first and mdps second. And that was because healers had less healing output and were generally less durable than in this iteration.
The healing changes here have happened due to the emphasis on mass RvR and high aoe damage whereas the original game was focused around 6 man and single target. Indeed the single-target damage in this game has been significantly nerfed compared to live where it was not uncommon to not get up after a WE/WH knocked you down.
This exact same system was also used in SW:TOR and worked fine there. The primary difference being a legitimate strategy was something called "tank tunnelling" where your high dps would hard swap onto the tank and kill them to remove their ability to guard or at least force the healer (who was also mostly single target) to swap so you could swap back to the intended victim.
Overall I think guard is fine here. But even if there was a problem, its not that the concept of guard was always too powerful its that the folks balancing this iteration didn't properly take it into account when messing with healers and dps.
Maybe DPS will become more single-target potent after the next patch (I wouldn't bet on it) but that would likely solve your problem with guard as well.
In the original game, guard was applied to healers first and mdps second. And that was because healers had less healing output and were generally less durable than in this iteration.
The healing changes here have happened due to the emphasis on mass RvR and high aoe damage whereas the original game was focused around 6 man and single target. Indeed the single-target damage in this game has been significantly nerfed compared to live where it was not uncommon to not get up after a WE/WH knocked you down.
This exact same system was also used in SW:TOR and worked fine there. The primary difference being a legitimate strategy was something called "tank tunnelling" where your high dps would hard swap onto the tank and kill them to remove their ability to guard or at least force the healer (who was also mostly single target) to swap so you could swap back to the intended victim.
Overall I think guard is fine here. But even if there was a problem, its not that the concept of guard was always too powerful its that the folks balancing this iteration didn't properly take it into account when messing with healers and dps.
Maybe DPS will become more single-target potent after the next patch (I wouldn't bet on it) but that would likely solve your problem with guard as well.
- Battlefield
- Posts: 471
Re: Guard ability suggestion
The healers in this game are very strong, for example I've played WP 70rr+ and somtimes 2 Witches could not kill me I successfully ran to warcamp or to the keep with them, of course not always but this happened more than once fore sure. Besides, not all the dps in the game play with healing debuff, for example some WH may play without any healing debuff or use only bullets to just cut outgoing healing (it's worse than incoming.) or some WLs play in 1-3, Sorc does not have healing debuff, Magus/Engi, Marauders can play without special tactic or just play in Path of Brutality.Aethilmar wrote: ↑Thu May 15, 2025 8:29 pm I have been avoiding posting this not to restart a different fight but the problem the OP is describing is not with guard it is with healing and/or single-target damage nerfs.
In the original game, guard was applied to healers first and mdps second. And that was because healers had less healing output and were generally less durable than in this iteration.
The healing changes here have happened due to the emphasis on mass RvR and high aoe damage whereas the original game was focused around 6 man and single target. Indeed the single-target damage in this game has been significantly nerfed compared to live where it was not uncommon to not get up after a WE/WH knocked you down.
This exact same system was also used in SW:TOR and worked fine there. The primary difference being a legitimate strategy was something called "tank tunnelling" where your high dps would hard swap onto the tank and kill them to remove their ability to guard or at least force the healer (who was also mostly single target) to swap so you could swap back to the intended victim.
Overall I think guard is fine here. But even if there was a problem, its not that the concept of guard was always too powerful its that the folks balancing this iteration didn't properly take it into account when messing with healers and dps.
Maybe DPS will become more single-target potent after the next patch (I wouldn't bet on it) but that would likely solve your problem with guard as well.
I'm not even talking about the fact that healers can remove debuffs and as a result they may cleanse healing debuff.
Ideally, it would be possible to make it so that when a tank guards a healer, the healing of such a healer would be at least slightly reduced
Or when max regen 2h tanks play crossguard, I play sometimes so too and it's unfair but on the other hand this is the only option to survive somehow against premades in RvR playing with a friend.
Last edited by Battlefield on Fri May 16, 2025 9:59 am, edited 2 times in total.
Re: Guard ability suggestion
i guess. maybe a rework could happen, maybe devs implement an ability that cleanses guard from target. it could add a bit more depth to burst setups and the usual rotation of punting, running, kd and detaunt. For me i am happy with it as it is currently.Battlefield wrote: ↑Wed May 14, 2025 12:41 pm
Yes, Monk has pvp ability is Avert Harm wich guard 4 closest players within 15 yards for 15 seconds to stagger 20% of damage they atake and this ability has 45 seconds cooldown, it is now.
Yes I mostly play 2-3 I use guard but I hate premades in this game they ruin all the fun of the game.
I have already described the problem that smart players when someone throws back a tank, the DPS that the tank is guarding runs to him, barely losing the damage reduction from the guard and, in fact, the punt as an anti-guard ability works poorly and that 2 tanks can guard almost the entire group because the ability has no cooldown. And that the guard works both from below and from above if you knock back a tank from a height. Besieds punt may be parried or blocked and after 20 seconds immune to be knocked back.
Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft?![]()
Idea is to add to some class the ability to remove the guard buff from the target, like some bless,hex,curse,aliment but with big cooldown, it could be some mpds maybe WH/WE. It's definitely a feature of this game, isn't it?
- Battlefield
- Posts: 471
Re: Guard ability suggestion
Or devs can make it simpler by making a guard in the form of an aura that will reduce incoming damage to the entire group by 20-25%, may even increase the range a little. The punt is not only used against the guard, is it?Templa wrote: ↑Fri May 16, 2025 9:12 ami guess. maybe a rework could happen, maybe devs implement an ability that cleanses guard from target. it could add a bit more depth to burst setups and the usual rotation of punting, running, kd and detaunt. For me i am happy with it as it is currently.Battlefield wrote: ↑Wed May 14, 2025 12:41 pm
Yes, Monk has pvp ability is Avert Harm wich guard 4 closest players within 15 yards for 15 seconds to stagger 20% of damage they atake and this ability has 45 seconds cooldown, it is now.
Yes I mostly play 2-3 I use guard but I hate premades in this game they ruin all the fun of the game.
I have already described the problem that smart players when someone throws back a tank, the DPS that the tank is guarding runs to him, barely losing the damage reduction from the guard and, in fact, the punt as an anti-guard ability works poorly and that 2 tanks can guard almost the entire group because the ability has no cooldown. And that the guard works both from below and from above if you knock back a tank from a height. Besieds punt may be parried or blocked and after 20 seconds immune to be knocked back.
Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft?![]()
Idea is to add to some class the ability to remove the guard buff from the target, like some bless,hex,curse,aliment but with big cooldown, it could be some mpds maybe WH/WE. It's definitely a feature of this game, isn't it?
I'm adding all the options in 1 post, let them decide for themselves.
Last edited by Battlefield on Fri May 16, 2025 10:06 am, edited 1 time in total.
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Re: Guard ability suggestion
Let me disagree with you.Aethilmar wrote: ↑Thu May 15, 2025 8:29 pm I have been avoiding posting this not to restart a different fight but the problem the OP is describing is not with guard it is with healing and/or single-target damage nerfs.
In the original game, guard was applied to healers first and mdps second. And that was because healers had less healing output and were generally less durable than in this iteration.
The healing changes here have happened due to the emphasis on mass RvR and high aoe damage whereas the original game was focused around 6 man and single target. Indeed the single-target damage in this game has been significantly nerfed compared to live where it was not uncommon to not get up after a WE/WH knocked you down.
This exact same system was also used in SW:TOR and worked fine there. The primary difference being a legitimate strategy was something called "tank tunnelling" where your high dps would hard swap onto the tank and kill them to remove their ability to guard or at least force the healer (who was also mostly single target) to swap so you could swap back to the intended victim.
Overall I think guard is fine here. But even if there was a problem, its not that the concept of guard was always too powerful its that the folks balancing this iteration didn't properly take it into account when messing with healers and dps.
Maybe DPS will become more single-target potent after the next patch (I wouldn't bet on it) but that would likely solve your problem with guard as well.
ST dmg is adequate. And even too strong after adding armor pene additions to some classes.
This AOE dmg vs ST dmg is exaggerated and too strong and should in the upcoming dps balance be drastically reduced especially AOE channels.
You write that on live server tank guard healers. Sometimes yes but that was due to ignorance just like in my old guild on live. Tanks were told to guard healers because a dead healer doesn't heal at all. Of course this was paid for with the massacre of our dps. In those days guard swap was rare.
But this has nothing to do with defensive healers and healing output on live.
To visualize how tough healers on live were especially dok/wp imagine now the toughest tank from our server, add odjira to it and add 180 armor talismans, add LOD gear, add generally less armor pene.
Also you are very wrong. Healers on live were tough. If someone says healers now are tough he is hugely wrong vs live server healers here are very soft.
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
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+
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