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Re: Guard ability suggestion
Posted: Sat May 31, 2025 3:03 pm
by Battlefield
Don't forget that the official developers of the game forced you to do public quests and scenarios similar to the zone in order to capture the zone and It looks funny now.
Officially the game existed for only 5 years and if it was still available from the official developers I think there would be a lot of changes in the balance and currently this game has still an outdated balance.
And I think eventually the focus of the game balance would go towards small scale too.
Ysaran's idea to make the damage from the guard unavoidable, so that it can't be blocked or parried, is not bad.
Re: Guard ability suggestion
Posted: Sat May 31, 2025 4:07 pm
by Alubert
Battlefield wrote: ↑Sat May 31, 2025 3:03 pm
Ysaran's idea to make the damage from the guard unavoidable, so that it can't be blocked or parried, is not bad.
This is an idea that makes no sense.
It's like the former slayer Ramage (100% ignoring parry/block) is available to everyone as far as guard dmg is concerned.
Where do you guys get such ideas?
Re: Guard ability suggestion
Posted: Sat May 31, 2025 4:16 pm
by Ysaran
Alubert wrote: ↑Sat May 31, 2025 4:07 pm
Battlefield wrote: ↑Sat May 31, 2025 3:03 pm
Ysaran's idea to make the damage from the guard unavoidable, so that it can't be blocked or parried, is not bad.
This is an idea that makes no sense.
It's like the former slayer Ramage (100% ignoring parry/block) is available to everyone as far as guard dmg is concerned.
Where do you guys get such ideas?
Guys it is already in the game, it is moral abilities. I'm not saying we should add more, I'm saying that everything we need is already there. Guard is fine as it is now.
Re: Guard ability suggestion
Posted: Sat May 31, 2025 4:32 pm
by Battlefield
It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
Re: Guard ability suggestion
Posted: Sat May 31, 2025 5:05 pm
by Ysaran
No, it does not seem. This is a bad idea. Why would you need two tanks then? The meta would shift from 2-2-2 to 1-3-2 or 1-2-3. Half the tanks would be jobless. Please stop trying to fix something that is not broken.
Re: Guard ability suggestion
Posted: Sat May 31, 2025 5:59 pm
by leondre25
Ysaran wrote: ↑Sat May 31, 2025 9:40 am
leondre25 wrote: ↑Fri May 30, 2025 11:31 pm
Ysaran wrote: ↑Fri May 30, 2025 5:54 pm
Unavoidable damage... Just like morals! Problem solved
i specifically avoiding using the word unavoidable since thats not fun. ignoring all my defense isnt fun. im saying damage from specific abilities that pierces guard. they can still be blocked/parried/reduced etc. just not reduced by guard.
and im not a fan of it either. but if we were to look towards solutions for guard being too strong this is it without actively nerfing tanks.
Yeah, but that's unnecessary. The game is balanced, in the sense the everyone has the same tools. Both side have access to same number of tanks and morals. This game has many problems, but guard is not one of them. Is it frustrating to not be able to kill someone? Yes. Then get a guard and healer for yourself and go be frustrating to someone else.
i agree, as i said before. but rather then sit in the thread dunking on OP for 20 pages why not humor him?
Re: Guard ability suggestion
Posted: Sat May 31, 2025 6:03 pm
by leondre25
Battlefield wrote: ↑Sat May 31, 2025 4:32 pm
It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
this would quite literally make tanking so much worse.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
Re: Guard ability suggestion
Posted: Sat May 31, 2025 8:19 pm
by Battlefield
Ysaran wrote: ↑Sat May 31, 2025 5:05 pm
No, it does not seem. This is a bad idea. Why would you need two tanks then? The meta would shift from 2-2-2 to 1-3-2 or 1-2-3. Half the tanks would be jobless. Please stop trying to fix something that is not broken.
Well, it will be a more exciting game and less boring, on the Order, for example, there are not enough tanks and often scenarios start with a minimum of tanks or without at all.
For warbands it will be fine and tanks will still be needed because they give a lot of utility now as group buffers, absorbs, debuffs, punt etc and they need for the keep defence and sieges.
And most who play this old game are over 30-40 and even 50 years old and everyone has their own life outside of the game.
It's just that the current state of the game is such that if you don't have a friend who is a good tank, it will be more difficult for you to play because the guard is too strong an ability in a group.
You're all thinking like members of the premades...
If devs made that Vigilance/Oppression requires now a shield don't you think that the same should be done with the guard?
Re: Guard ability suggestion
Posted: Sat May 31, 2025 8:21 pm
by Ysaran
leondre25 wrote: ↑Sat May 31, 2025 5:59 pm
Ysaran wrote: ↑Sat May 31, 2025 9:40 am
leondre25 wrote: ↑Fri May 30, 2025 11:31 pm
i specifically avoiding using the word unavoidable since thats not fun. ignoring all my defense isnt fun. im saying damage from specific abilities that pierces guard. they can still be blocked/parried/reduced etc. just not reduced by guard.
and im not a fan of it either. but if we were to look towards solutions for guard being too strong this is it without actively nerfing tanks.
Yeah, but that's unnecessary. The game is balanced, in the sense the everyone has the same tools. Both side have access to same number of tanks and morals. This game has many problems, but guard is not one of them. Is it frustrating to not be able to kill someone? Yes. Then get a guard and healer for yourself and go be frustrating to someone else.
i agree, as i said before. but rather then sit in the thread dunking on OP for 20 pages why not humor him?
Eh ok, I guess. Than maybe an alternative could be to give tanks an ability to "break" the guard of another tank for X seconds. The ability could have 20s CD, but the CD would decrease to 10s if they are using 2h. In order to avoid tanks having their guard perma broken the ability should give an immunity, I propose immovable.
Re: Guard ability suggestion
Posted: Sat May 31, 2025 9:16 pm
by Battlefield
leondre25 wrote: ↑Sat May 31, 2025 6:03 pm
Battlefield wrote: ↑Sat May 31, 2025 4:32 pm
It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
this would quite literally make tanking so much worse.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
This is your opinion as for me more horrible current state of the guard, when 2 tanks essentially guard the entire group, swapping guards with massive damage reduction without any cooldown and together with overpowerful healing in this game, it allows players to neutralize incoming damage under healing almost.
All other examples have been described on the previous pages.