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[Suggestion] Making guard less OP

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Azarael
Posts: 5332

Re: [Suggestion] Making guard less OP

Post#271 » Tue Feb 23, 2016 4:39 pm

Don't worry over whether anything is too convoluted to code or not :P

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Penril
Posts: 4441

Re: [Suggestion] Making guard less OP

Post#272 » Tue Feb 23, 2016 4:42 pm

Let me look for that thread.... there were some interesting ideas over there...

edit: Found it. http://www.returnofreckoning.com/forum/ ... 5&start=10
Last edited by Penril on Tue Feb 23, 2016 4:51 pm, edited 4 times in total.

Luth
Posts: 2840

Re: [Suggestion] Making guard less OP

Post#273 » Tue Feb 23, 2016 4:43 pm

Annaise16 wrote:
Spoiler:
Idrinth wrote:
Arbich wrote:One thing that should never changed is adding cooldown for guard-change. I never played tank on live, but in my opinion switching guard to the right/wrong target is a sign of (or lack of^^) skill for tanks. And you can´t know which target your opponents select next in advance.
On live there was a cooldown - a very annoying one. You needed to disable guard first and then enable it, costing precious global cooldowns.

.

I'm pretty sure that Guard didn't have the gcd on live, but lag could make it feel that way. When swapping Guard, you had to wait for the server to recognise that you had removed Guard from the first toon before you could apply it to a new ally. It might have even been a 2-way lag, sending the signal to the server and then receiving a message back from the server before you could swap.

Guard was also very touchy about line-of-sight. It seemed like you had to have a really clear view of your ally when re-applying Guard.
You mean like: remove guard -> apply guard?
Wasn't it like: remove guard -> gcd -> apply guard? I remember it like that but not sure anymore, as it would probably explain why the client can't handle guard switching correctly atm (the GCD is forced on the server afaik).

Edit: I think you are right, it happened often to remove, apply and instantly remove guard again because of lag.

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Scrilian
Posts: 1570

Re: [Suggestion] Making guard less OP

Post#274 » Wed Feb 24, 2016 7:55 am

Yea, if only every discussion didn't revolve around this :D
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Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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DefinitelyNotWingz
Posts: 286

Re: [Suggestion] Making guard less OP

Post#275 » Wed Feb 24, 2016 8:01 am

Scrilian wrote:Yea, if only every discussion didn't revolve around this :D
Spoiler:
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We should test the poop before it goes live though.
Maybe we should just remove hot water to balance out coffee.

I personally feel that hot water is to op since.... I dont know it is just a feeling. So nerf it please or remove it entirely.
There is no real counterplay to hot water besides blowing which takes to long!
You know who I am.

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Scrilian
Posts: 1570

Re: [Suggestion] Making guard less OP

Post#276 » Wed Feb 24, 2016 8:06 am

DefinitelyNotWingz wrote:We should test the poop before it goes live though.
Actually at first I read that as taste the poop and almost spilt some of IRL coffee :lol:
Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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Soulcheg
Posts: 936

Re: [Suggestion] Making guard less OP

Post#277 » Wed Feb 24, 2016 8:20 am

Spoiler:
Image
[RU]GreenFire. //Grimward/Albiona/Edwin/many others
Image

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Scrilian
Posts: 1570

Re: [Suggestion] Making guard less OP

Post#278 » Wed Feb 24, 2016 8:37 am

Version 3.0 :mrgreen:
Spoiler:
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Вальтер Рыжий RU => Gaziraga BW, Valefar WL, Lovejoy
Retired
ex-Greenfire/Invasion RvR leader
Wonderful RvR music videos ;)

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DefinitelyNotWingz
Posts: 286

Re: [Suggestion] Making guard less OP

Post#279 » Wed Feb 24, 2016 8:45 am

Scrilian wrote:Version 3.0 :mrgreen:
Spoiler:
Image
loving it :D
You know who I am.

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Sigimund
Posts: 658

Re: [Suggestion] Making guard less OP

Post#280 » Wed Feb 24, 2016 8:45 am

Real PVP tanking is one of the things that makes this game unique. Guard is powerful yes. Of course it is. Building a group without a tank should be like building a group without a healer. If it wasn't then the archetype starts to break down and so does one of the pillars of this game.

The one good suggestion I see in this thread is spreading around the counter play options. Rapid focus switches sure, but the real counter is a good punt. Which means only 4 of 6 tanks can properly counter guard and 2 of them are already considered "alpha" classes.

Give guard counters to the tanks that don't have them, either as moonpunts or the "guard strikethrough" idea, and that is all the balancing this mechanic will ever need.

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