[Suggestion] Making guard less OP
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- Shadowgurke
- Posts: 618
Re: [Suggestion] Making guard less OP
I would wait with any changes regarding parry/block until T4 when tanks having too much of both could actually be a problem. For now the tanks defense certainly isn't over the top

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- noisestorm
- Posts: 1727
Re: [Suggestion] Making guard less OP
To put azas statement into easy numbers:
The WL has lets say 10% block strikethrough and the Chosen has 50% block. The WL hits on the guarded Choppa, and the Chosen will 'just' block the guard dmg with a chance of 40%.
(Same reduction for the STR of the WL vs weaponskill/Block of the Chosen)
The WL has lets say 10% block strikethrough and the Chosen has 50% block. The WL hits on the guarded Choppa, and the Chosen will 'just' block the guard dmg with a chance of 40%.
(Same reduction for the STR of the WL vs weaponskill/Block of the Chosen)
Re: [Suggestion] Making guard less OP
You lot need to stop frothing at the mouth of some perceived hyper-nerf to guard.
There is a difference between flat crippling an ability and refining it to be more balanced.
Guard is not just going to be removed from the game or ground so far into the dirt that it isn't a factor.
There is a difference between flat crippling an ability and refining it to be more balanced.
Guard is not just going to be removed from the game or ground so far into the dirt that it isn't a factor.
I'd rather not. They already have enough ways to shrug off Guard damage without turning their already mountain of armour and resistance into another layer of cement for damage to drill through.Druin wrote:I think he wants guard damage to be mitigated by the tanks armor/ resistances.
- noisestorm
- Posts: 1727
Re: [Suggestion] Making guard less OP
Because a T4 tank with 120% armor (basically 75% flat reduction) on guard dmg would be so balanced : DDDDDruin wrote:I think he wants guard damage to be mitigated by the tanks armor/ resistances.ThePollie wrote:What?Tesq wrote:It's alredy absurd that tank cannot reduces damage by guard you then even want make it badder?
Re: [Suggestion] Making guard less OP
Guard is fine if you ask me. It's strong but if it's needed it will just bring down the entire skill cap of the game. We just got level 35 so with that we got a bit more counter play for it long punts now exist on 4 types of tank honestly I can't wait to try it out.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: [Suggestion] Making guard less OP
Oh I get it now ...Azarael wrote:Bozzax: I'm not talking about making Guard's DAMAGE scale - I'm talking about allowing the attacker's strikethrough and offensive stat to affect its defense chance.
(Let me think about it a tad ...)
EDIT: I sort of like the idea of letting strikethrough propagate to the guard hit as it makes 2h better.
It also makes perfect sense as the guard hit gets additional avoidance checks.
Sry for not reading very carefully the first time

Last edited by Bozzax on Mon Feb 22, 2016 2:11 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: [Suggestion] Making guard less OP
The problem cited with Guard was that it lacks real counterplay outside of superpunts, forcing groups to lean upon those superpunts and overvaluing them.
I'm trying to think of some kind of counter mechanism that doesn't cripple the ability and has a cost somewhere else - and allowing people to stack defense penetrators to weaken the effect of Guard seems like a convenient one.
I'm trying to think of some kind of counter mechanism that doesn't cripple the ability and has a cost somewhere else - and allowing people to stack defense penetrators to weaken the effect of Guard seems like a convenient one.
Re: [Suggestion] Making guard less OP
Does Guard still function if the tank has been staggered or knocked-down?
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Re: [Suggestion] Making guard less OP
My only reservation would be that Slayers rampage that may need a though or two first (most other undef are ok-ish I guess).Azarael wrote:The problem cited with Guard was that it lacks real counterplay outside of superpunts, forcing groups to lean upon those superpunts and overvaluing them.
I'm trying to think of some kind of counter mechanism that doesn't cripple the ability and has a cost somewhere else - and allowing people to stack defense penetrators to weaken the effect of Guard seems like a convenient one.
I actually think it would be a good change and make 2h almost at par with dw.
Last edited by Bozzax on Mon Feb 22, 2016 2:16 pm, edited 4 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7