Current cancer def builds for healers must go, they kill all fun ingame. Who withnesed 7doc cancer city's know that you need to breack fingers to kill one and then 6 other just ress it
And melle cancer show will go on. Yes current staye of unkilable guarded healtanks is sucking all fun and life from game. We all saw that on tournament and we all can just open some stream with ranked. Why devs is ok with that is a mystery. Some other cancer monsters like def WE that just faceroll on keyboard and kill everything also must go.
Is guard too powerful?
Re: Is guard too powerful?
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
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Re: Is guard too powerful?
wow, 20:80 atm. I guess some russian guilds told all their members to vote no
That must be the case ^^ No other logical explanation ^^

- CountTalabecland
- Posts: 1021
Re: Is guard too powerful?
In a word, No.
In more words, guard is the fundamental ability of the tank archetype. You take it away, you have to replace it with something.
Just like when the devs briefly ruined 2h tanks, Order doesn’t need your help in making sure almost nobody plays tanks.
Don’t make the least played archetype less played. Nuff said.
In more words, guard is the fundamental ability of the tank archetype. You take it away, you have to replace it with something.
Just like when the devs briefly ruined 2h tanks, Order doesn’t need your help in making sure almost nobody plays tanks.
Don’t make the least played archetype less played. Nuff said.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Re: Is guard too powerful?
50% for guard is to much consider all the other deff things in this game.
Re: Is guard too powerful?
Agreed, Bramwellius.In a word, No.
In more words, guard is the fundamental ability of the tank archetype.
Morgantodd - 8X DoK (pensioned off) Lucifrr - 7X Chosen Hereward (IB) etc
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Re: Is guard too powerful?
Guard and Healing are fine, the game requires grouping and coordination, old style trinity mmorpg... most of all changes shouldn't be based on ranked or group play, WAR was always about Warband gameplay.
I'm convinced though, that core mechanics shouldn't have been touched, starting with critical hit rates nerf back then.
I'd revert it and most subsequent chain reaction changes after it, namely:
- as said, critital hit rates nerf
- bellows m2 instead of old m3
- aoe cap (sure you can hit more players, but more significantly challenge and bellow are too powerul like this)
- morale nerf (necessary atm, as order winning conditions aren't met with crit nerf)
There have been many QoL or small changes that are great, but core gameplay mechanics shouldn't have been touched, just my 2c.
I'm convinced though, that core mechanics shouldn't have been touched, starting with critical hit rates nerf back then.
I'd revert it and most subsequent chain reaction changes after it, namely:
- as said, critital hit rates nerf
- bellows m2 instead of old m3
- aoe cap (sure you can hit more players, but more significantly challenge and bellow are too powerul like this)
- morale nerf (necessary atm, as order winning conditions aren't met with crit nerf)
There have been many QoL or small changes that are great, but core gameplay mechanics shouldn't have been touched, just my 2c.
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Re: Is guard too powerful?
They kill everything? You mean solo players entering rvr lake to play victim, with classes less suited for solo play?
Dying is no option.
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