Re: Why I quit playing and came back and now am quiting agai
Posted: Thu Sep 24, 2015 9:31 am
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=6399
my bg at rr60 had 110% between block and parry at soon az i hit 100 Hate still had absorb sheathed, hold the line, and the channel block if i backed in to a corner i could last a 12 man pre-made in t4 sc but this in nothing to the rr80 BO who took on the full city defence teem by him self they just ended up leavening him re-gen deafens tanks don't kill anything but can not be killed but ( u needed this in dungeons ) the rr re-gen was going over bored that's when tanks did not need healersAzarael wrote:What kind of parry/block % are we talking about for a shield tank in T4?
If we're looking at 40% each, we're already talking about over 60% of Guard hits being dissipated because of your avoidance stats. This is another thing I don't get about this game - some skills are allowed to scale extremely well with stats, while others remain all but static.
Can't argue with that.Luuca wrote:Think of the damage I am mitigating through guard as damage added to my damage output. If I were not defensive specced and guarding, my damage per scenario (easiest way to measure) would be more in those scenarios.
If you figure I'm mitigating damage X versus the other team having to heal damage X.
That's how I think of it. I see healing numbers now in the 120k range and damage numbers from some in that same range. My damage output is closer to 35K. Add in mitigated damage as output damage, and I'm not even close to 100k damage I would think.
Maybe the Dev team has some way to track how much damage I mitigate in a scenario? If so, can you make that a stat column and reward renown and xp for it like you do for healing and damage?
Ya, that'd be greeeat.
lol this was allway talk about on live but yes if u do a good job as a tank why not healers do and that leaves MDPS/rdps with only one way to get rr but a good tank and heals means Mdps/Rdps get lots more kills so much to test when t4 go liveLuuca wrote:Think of the damage I am mitigating through guard as damage added to my damage output. If I were not defensive specced and guarding, my damage per scenario (easiest way to measure) would be more in those scenarios.Azarael wrote:What kind of parry/block % are we talking about for a shield tank in T4?
If we're looking at 40% each, we're already talking about over 60% of Guard hits being dissipated because of your avoidance stats. This is another thing I don't get about this game - some skills are allowed to scale extremely well with stats, while others remain all but static.
If you figure I'm mitigating damage X versus the other team having to heal damage X.
That's how I think of it. I see healing numbers now in the 120k range and damage numbers from some in that same range. My damage output is closer to 35K. Add in mitigated damage as output damage, and I'm not even close to 100k damage I would think.
Maybe the Dev team has some way to track how much damage I mitigate in a scenario? If so, can you make that a stat column and reward renown and xp for it like you do for healing and damage?
Ya, that'd be greeeat.
Jaycub wrote:Tanks are not OP, guard is. It makes people twice as hard to kill with little to no drawback.
Obviously it is wasted on cross gaurding other tanks, but when you use it on DPS/Healers it becomes extremely strong. Specifically when used on classes whose mechanic is a defensive drawback for a DPS gain, like slayer/bw.
And yes I know I'm just pissing into the wind right now, as this isn't something that will ever happen.
besides i get totaly 1.6 guard fest arrow yesterday and i have like 5 k life'Jaycub wrote:Tanks are not OP, guard is. It makes people twice as hard to kill with little to no drawback.
Obviously it is wasted on cross gaurding other tanks, but when you use it on DPS/Healers it becomes extremely strong. Specifically when used on classes whose mechanic is a defensive drawback for a DPS gain, like slayer/bw.
And yes I know I'm just pissing into the wind right now, as this isn't something that will ever happen.
Tesq wrote:besides i get totaly 1.6 guard fest arrow yesterday and i have like 5 k life'Jaycub wrote:Tanks are not OP, guard is. It makes people twice as hard to kill with little to no drawback.
Obviously it is wasted on cross gaurding other tanks, but when you use it on DPS/Healers it becomes extremely strong. Specifically when used on classes whose mechanic is a defensive drawback for a DPS gain, like slayer/bw.
And yes I know I'm just pissing into the wind right now, as this isn't something that will ever happen.
As a Sniper Engineer, I envy you.Tesq wrote:besides i get totaly 1.6 guard fest arrow yesterday and i have like 5 k life'Jaycub wrote:Tanks are not OP, guard is. It makes people twice as hard to kill with little to no drawback.
Obviously it is wasted on cross gaurding other tanks, but when you use it on DPS/Healers it becomes extremely strong. Specifically when used on classes whose mechanic is a defensive drawback for a DPS gain, like slayer/bw.
And yes I know I'm just pissing into the wind right now, as this isn't something that will ever happen.
Ya, def tanks get screwed in the RR and XP department IMO.. on live, when I realized this, I couldn't fathom how they "forgot" to make how I do my job in a group quantifiable and rewarded when they are the ones who figured out how to make tanking in RvR viable.Azarael wrote:Can't argue with that.Luuca wrote:Think of the damage I am mitigating through guard as damage added to my damage output. If I were not defensive specced and guarding, my damage per scenario (easiest way to measure) would be more in those scenarios.
If you figure I'm mitigating damage X versus the other team having to heal damage X.
That's how I think of it. I see healing numbers now in the 120k range and damage numbers from some in that same range. My damage output is closer to 35K. Add in mitigated damage as output damage, and I'm not even close to 100k damage I would think.
Maybe the Dev team has some way to track how much damage I mitigate in a scenario? If so, can you make that a stat column and reward renown and xp for it like you do for healing and damage?
Ya, that'd be greeeat.
We can track mitigation, but there's nowhere to show it on the scoreboard as of yet. I think showing damage split from Guard has to be a priority if any scoreboard modifications are ever done.