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Re: Overarching balance changes
Posted: Sun Jul 10, 2016 1:17 pm
by saupreusse
Lileldys wrote:Guard is fine, a group can win vs higher numbers by proper use of game mechanics. I see nothing wrong here. Guard doesn't make you invincible. The other sides inability to use /assist makes you invincible with guard+2heals.
You can't really nerf a core skill of all tanks, which is one of the reasons they are actually played, unlike certain other MMO PvP games, where the tanks become flag runners and point holders....
Tanks are the strongest part of a group, and a poor tank player will get your group wiped.
Cripple healing and taking! We only need more DMG! EPA! EPA!
(but seriously: i think a small cd on guard would really be something that could be discussed in the balance forums)
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 1:20 pm
by Luth
roadkillrobin wrote:
lol what RNG, SM/BO is 25% static, BG/IB is basicly 100% only nerf would be for Chosen/Kotbs who would need to get into melee range to activate it. But considering they don't need to hit **** to proc their buff like all other tanks they can have it tbh.
I meant guard is unreliable when it is bound, for instance, to a blade enchantment proc. The ability buff must be reliable, or else you bring another RNG factor into the fight that defines the outcome instead of player-skill.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 1:45 pm
by bloodi
Annaise16 wrote:If you are looking for balance, the best situation might one where no one is happy but where everyone understands that the alternative situations are worse.
Yeah, it so happens that the current situation is better than the alternatives, when a side wins because he cleansed x this time and next time it loses because of the same, it doesnt mean its balanced, it means its random.
Currently people have control of what its cleansed and what can be cleansed, take cleansing as a skill floor mechanic, if you are not able to cover your key debuffs, they are going to be cleansed, it asks the attackers to put some thought into what they use.
This is much more desirable than a situation where people doesnt care what the open with because whatever, is random.
On the guard topic, instead of making up weird mechanics, why not just test a simple method to introduce more counters, just make guard not work when the tank is under CC, most people problem is that guard has only one cc to counter it, punts, maybe if KD and stagger worked against it too we would have more strategies against it.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 2:53 pm
by peterthepan3
Lileldys wrote:Guard is fine, a group can win vs higher numbers by proper use of game mechanics. I see nothing wrong here. Guard doesn't make you invincible. The other sides inability to use /assist makes you invincible with guard+2heals.
You can't really nerf a core skill of all tanks, which is one of the reasons they are actually played, unlike certain other MMO PvP games, where the tanks become flag runners and point holders....
Tanks are the strongest part of a group, and a poor tank player will get your group wiped.
this ^
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:06 pm
by Landaren
Bloodi comin through with a beast idea.
I like the idea of guard being disabled when the tank is stunned! Now THAT is counter play.
As for guard being fine, any ability that is a must have ability or class that is a must have class should seriously be looked at in terms of balance.
I don't really care about is screwing your meta over, being in a SC when you solo que and seeing a premade run around guarding their dps just stomping people is **** lame and boring. I'd argue that it literally broke the game for so many people that they quit, and the game died from that.
There is no real way to make any meaningful plays in this game as a solo player, even if you have good knowledge of the classes and mechanics.
Should playing with a group of friends be rewarding? Yes
Should you go 40-0? Hell no.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:13 pm
by peterthepan3
Landaren wrote:Bloodi comin through with a beast idea.
I like the idea of guard being disabled when the tank is stunned! Now THAT is counter play.
That is a good idea, but I would suggest it doesn't work for staggers otherwise that's potentially 5-7seconds out of a fight/without guard = very fast TTK.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:27 pm
by roadkillrobin
bloodi wrote:
On the guard topic, instead of making up weird mechanics, why not just test a simple method to introduce more counters, just make guard not work when the tank is under CC, most people problem is that guard has only one cc to counter it, punts, maybe if KD and stagger worked against it too we would have more strategies against it.
Would just favor order more due to the amount of KD compared to Destro they have.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:31 pm
by bloodi
roadkillrobin wrote:Would just favor order more due to the amount of KD compared to Destro they have.
Please list me the amount of AoE Kd order has.
Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:43 pm
by Haojin
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Re: Overarching balance changes
Posted: Sun Jul 10, 2016 3:54 pm
by peterthepan3
Haojin wrote:. And this kind of "unskilled" skill bring too much unbalance to pvp. Especially in small scale.
But you still haven't explained - along with other posts from previous pages - why that is? And why you seem to be the only person believing this to be the case?