Recent Topics

Ads

Guard ability suggestion

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
leondre25
Posts: 44

Re: Guard ability suggestion

Post#71 » Sun Jun 01, 2025 12:35 am

Battlefield wrote: Sat May 31, 2025 9:16 pm
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.
and thats why we have solutions for these situations.
(AoE Damage, heal Debuffs, Punts and Knockdowns, coordinated Go moments, Morales).

assuming its a 6v6 played with optimal gear and specs. there should be no issue. is it gonna be a large slap fest? yea pretty much
but you have ways around it. and if you dont..... maybe your team comp just got countered?

But at the tippest toppest tier where 6v6 tankiness can be an issue(im gonna say Ranked SC). maybe the devs need to look into dampening?
I X-Realm to the losing team to make them lose harder.

Ads
User avatar
Keula
Posts: 131

Re: Guard ability suggestion

Post#72 » Sun Jun 01, 2025 5:26 am

Battlefield wrote: Sat May 31, 2025 8:19 pm 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.
And there comes the true point of this post, you're salty cause pugs didn't guard you but enemy pugs otr perhaps a premade did manage to use guard, it all makes sense now.
Alteredheal 85 DOK
Azerrad 80 Sorc
Lumoojatar 71 AM

User avatar
Battlefield
Posts: 498

Re: Guard ability suggestion

Post#73 » Sun Jun 01, 2025 10:24 am

leondre25 wrote: Sun Jun 01, 2025 12:35 am
Battlefield wrote: Sat May 31, 2025 9:16 pm
leondre25 wrote: Sat May 31, 2025 6:03 pm

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.
and thats why we have solutions for these situations.
(AoE Damage, heal Debuffs, Punts and Knockdowns, coordinated Go moments, Morales).

assuming its a 6v6 played with optimal gear and specs. there should be no issue. is it gonna be a large slap fest? yea pretty much
but you have ways around it. and if you dont..... maybe your team comp just got countered?

But at the tippest toppest tier where 6v6 tankiness can be an issue(im gonna say Ranked SC). maybe the devs need to look into dampening?

The point is that 2-3 players playing the game, having met a full premade, so that they have a chance to at least kill 1 target from this premade, for example, a DPS class, but they can’t now or very very rare because the guard swap with healing almost negates incoming damage.

Or in rvr or in a scenario so that a group without tanks where only dps and healers could stand against the same group but with tanks.

Now the guard breaks all the fun of the game when the DPS class sees the guard on the enemy he changes the target then the tank sees that the DPS is on another target he moves the guard to it and this is terribly annoying and when there are a lot of tanks it's a nightmare.

Only players in voice and in group can play against such mechanics but now half of the players of the server are just PUG, maybe even more !

Because I repeat once again guard reduces damage too much as a permanent bubble without a cooldown and healing in the game is too strong and the combination of these two things break the balance vs random players.

And to balance this pug vs premade the guard ability in the form of an aura with less damage reduction, it's quite acceptable.

Bergbart
Posts: 53

Re: Guard ability suggestion

Post#74 » Sun Jun 01, 2025 1:01 pm

You could also just lock Triage and Ezguard like NerfedButtons. If not, that's not a bad thing - I like using them too:P

Who is online

Users browsing this forum: Google Adsense [Bot], Lisutaris, Uggz and 7 guests