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[Review] Guard at Level 5

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roadkillrobin
Posts: 2773

Re: Guard at Level 1

Post#31 » Sat Apr 07, 2018 7:51 pm

I sugested this months ago.

The only real consern would be if it's actually ballanced for t1 scenarios or small scale.
There's quit a difference between every tank in the scenario/small scale having guard (and using it properly) then the occasionally 10+ tank.
The time to kil is vastly longer in t1 then it is later on, due to buffs/debuffs CC etz and there is almoast no counter to guarded targets in t1.

But i still think it's a good idea to try at rank 5. It's THE tank defining skill in the game. But it might be OP.

Stealth is a completly different thing imo. It's a class defining skill not a archetype one.
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adamthelc
Posts: 832

Re: Guard at Level 1

Post#32 » Sat Apr 07, 2018 8:06 pm

Athergic wrote: Sat Apr 07, 2018 7:08 pm I think lower level guard will really be benefiting the people who already know what there doing most. So your fresh on the server and run into a premade of level 5s cross gaurding with a healer killing pretty much everyone. I don't think it will be a huge issue either way, but I say leave it the way it is.
This is a point similar to what I made and was ignored. People are arguing that it will benefit new players, but does anyone really believe that?

Its being pushed by people who already know how good it is, so they can use it earlier.

I think the argument that it will help new players is a bad one. What valuable experience would a player get from level 5-10 with guard that they wouldnt get otherwise.

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Luuca
Posts: 1204

Re: Guard at Level 1

Post#33 » Sat Apr 07, 2018 8:11 pm

Tanks Guarding at Level 5 or level 10 is not going to make or break Tier 1 nor change a bad tank into a good tank in the Doomsday Tier. As such, why bother?

Wretch
Posts: 48

Re: Guard at Level 1

Post#34 » Sat Apr 07, 2018 8:18 pm

Maybe I’m being nieve but , what real benefit is there to being a badass in tier 1 ? I have levelled a fair few characters through it , easily managed to get to rr 22 - 24 ish without really trying , set me up fine on all my characters . I know twinks is a thing but honestly tier 1 rvr is a bo camp fest for the most part , I wouldn’t be saying guard earlier is a good idea just so I can master it in tier 1 and not care about the rest of game . Maybe that’s just me but I’m advocating it because it’s well known order lacks tanks , not sure why cus I love playing mine but Guard isn’t just about making your mates tougher at your expense it’s also about positional play , switching defence targets at right time etc , teaches you to have a far greater overview of your team , surroundings etc , also helps you understand what other classes are capable of . Anyway makes very little difference to me now I’m more about t4 and trying to get better at my role
Ragebull - Ironbreaker 40/5-
Mohican - Slayer 40/4-
Kritikil - White Lion 40/4-

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Fallenkezef
Posts: 1492

Re: Guard at Level 5*

Post#35 » Sat Apr 07, 2018 8:38 pm

I'm on the fence with this. Level 1 to 10 are very much training wheels and many new players do not even get into rvr/sc's till 5-10 anyway.

That being said I'd feel more of an asset to a SC or the T1 lakes if I had guard as early as possible, speaking as an experienced player.

I can't see any real reason not to give such a basic, core ability of the tank class earlier than 10.

What this game needs, far more than abilities early, are players willing to hand around in the T1 areas and train the new guys, that is a different subject however.
Alea iacta est

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saupreusse
Former Staff
Posts: 2465

Re: Guard at Level 5*

Post#36 » Sat Apr 07, 2018 8:43 pm

To be honest, we should go for lvl 1 instead of 5. It wont be op. Lvl 10 is also tier 1 and its not op, so this proves my point. I could see how this would close a powergap between lvl 1 and lvl 10 plus at best.

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Fallenkezef
Posts: 1492

Re: Guard at Level 5*

Post#37 » Sat Apr 07, 2018 8:52 pm

Giving this some further thought and I have to consider the current state of ror versus the original war.

In the original game you had a gradual scale of training and experience, T1 to T2 to t3 to T4. In ror you have 16 levels of "training" and then thrown headfirst into what is effectively "endgame" combat out in mixed tier.

In this regard, without that gradual experience of the original game i think it may well serve to have as many goodies as early as possible in T1 as that's the only training you are going to get before playing with the big boys.
Alea iacta est

Wretch
Posts: 48

Re: Guard at Level 5*

Post#38 » Sat Apr 07, 2018 9:02 pm

Fallenkezef wrote: Sat Apr 07, 2018 8:52 pm Giving this some further thought and I have to consider the current state of ror versus the original war.

In the original game you had a gradual scale of training and experience, T1 to T2 to t3 to T4. In ror you have 16 levels of "training" and then thrown headfirst into what is effectively "endgame" combat out in mixed tier.

In this regard, without that gradual experience of the original game i think it may well serve to have as many goodies as early as possible in T1 as that's the only training you are going to get before playing with the big boys.
Mentioned something along these lines in an earlier post and is the main reason I think it’s a good idea . If the tiers were still split for rvr then I would say there is no real need
Ragebull - Ironbreaker 40/5-
Mohican - Slayer 40/4-
Kritikil - White Lion 40/4-

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Fallenkezef
Posts: 1492

Re: Guard at Level 5*

Post#39 » Sat Apr 07, 2018 9:03 pm

Wretch wrote: Sat Apr 07, 2018 9:02 pm
Fallenkezef wrote: Sat Apr 07, 2018 8:52 pm Giving this some further thought and I have to consider the current state of ror versus the original war.

In the original game you had a gradual scale of training and experience, T1 to T2 to t3 to T4. In ror you have 16 levels of "training" and then thrown headfirst into what is effectively "endgame" combat out in mixed tier.

In this regard, without that gradual experience of the original game i think it may well serve to have as many goodies as early as possible in T1 as that's the only training you are going to get before playing with the big boys.
Mentioned something along these lines in an earlier post and is the main reason I think it’s a good idea . If the tiers were still split for rvr then I would say there is no real need
Aye, with mixed tiers no class currently gets enough training time for new players before the cauldron of every tier being T4.
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criollo
Posts: 55

Re: Guard at Level 5*

Post#40 » Sat Apr 07, 2018 10:02 pm

Pumatouch wrote: Tue Mar 27, 2018 11:10 pm Issue
When making a tank character, one has to go for 10 levels without performing ones core archtype ability at all. The concept "Tank" is not implemented properly as a result, pre 10th level.

Solution
Pretty straight forward; give all tank characters the Guard ability from level 1.

*Edited from 1 to 5 with consent of Arthur
Every class-role begins to be defined at rank 10. Rez, stealth, charge and Guard. What makes a tank diferent?

"When making an Assassin character, one has to go for 10 levels without performing ones core archtype ability at all(stealth). The concept "Assassin" is not implemented properly as a result, pre 10th level"

Lets say a new player decides to play a tank and uses "Guard".
- Why am i dying so fast? This "guard" is killing me, im not going to use it again. *removes "guard"*

You must learn to walk before you can run
Last edited by criollo on Sat Apr 07, 2018 10:25 pm, edited 3 times in total.
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