
[Suggestion] Making guard less OP
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Re: [Suggestion] Making guard less OP
Don't worry over whether anything is too convoluted to code or not 

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Re: [Suggestion] Making guard less OP
Let me look for that thread.... there were some interesting ideas over there...
edit: Found it. http://www.returnofreckoning.com/forum/ ... 5&start=10
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.
Re: [Suggestion] Making guard less OP
You mean like: remove guard -> apply guard?Annaise16 wrote:Spoiler:
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.
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.
Re: [Suggestion] Making guard less OP
Yea, if only every discussion didn't revolve around this

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Re: [Suggestion] Making guard less OP
We should test the poop before it goes live though.Scrilian wrote:Yea, if only every discussion didn't revolve around this
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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!
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Re: [Suggestion] Making guard less OP
Actually at first I read that as taste the poop and almost spilt some of IRL coffeeDefinitelyNotWingz wrote:We should test the poop before it goes live though.

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Re: [Suggestion] Making guard less OP
Version 3.0

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Re: [Suggestion] Making guard less OP
loving itScrilian wrote:Version 3.0
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Re: [Suggestion] Making guard less OP
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.
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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