Feedback: Blocking/Guard Meter The current guard meter works perfectly fine. It's just too weak for both PvP & PvE, especially against enemies with perfect weapon enchantments. The chunks that break off are too great, and causes the GF's shield to drop way too early. If you keep the stamina guard, at least allow us to hold our shields for much longer and block 100% incoming damage. Otherwise, what's the point in the shield if we still take damage lol?
Feedback: Guard Meter Solution • Unlimited Guard; is by far one of the best options. But I'm sure it's overlooked by Devs because they think GF's would just sit on PvP nodes all day, never dying, causing an imbalance in PvP because they "can't be killed," bla bla bla, GF's overpowered... I can list SEVERAL good reasons why this will be false.
A). The GF's #1 threat in PvP is the Control Wizard. The CW has the ability to slow and freeze the GF using Ray of Frost even if the GF is guarding. Once the GF is frozen by the chill stacks, he's controllable. Typically the CW will freeze the GF, Entangling Force him/her, and then blow through their encounters and repeat the process.
. The Great Weapon Fighter has the ability to Sprint. The GWF can easily sprint directly THROUGH the GF to get behind his shield and use Take Down or Frontline Surge to control the GF. It's happens to me very often.
C). Need I say it, Rogues can just go invisible and Smoke Bomb us, or Shadow Strike us which will briefly disorient the GF, or whatever they want.
D). Even other GF's can get behind enemy GF's shields by running directly through them. All it takes is skill and practice.
E). Hunter Ranger's have that one sneak attack that hits from behind and prones.
My point is this... Giving GF's unlimited guard will NOT make us OP. Not only that, but the royal crown of the "Tank" will be returned back to it's rightful owners (the GF's). Right now the GWF's are the "real" tanks of the game, and do not rightfully deserve to be.
Feedback: Iron Warrior • Iron Warrior; could make your guard meter indestructible for 8 seconds instead of just making it stronger.
Feedback: Increased Damage Resistance • Higher Damage Resistance; is also a really good solution. To be honest, I'm shocked we don't have a very unique damage resistance from the rest of the classes. As of right now, most GF's can get about 45-53% damage resistance. That's ALL!?? The GF should have at least 60-70% damage resistance. And if the unlimited guard meter was implemented into the game, that would make Iron Warrior useless. So what if Iron Warrior increased damage resistance temporarily instead of boosting guard meter? If these suggestions were applied, the Guardian Fighter would DEFINITELY live up to it's reputation of being the TANK. I completely understand why we don't have high damage, but what I don't understand is why isn't this balanced by having high damage resistance?
Feedback: Frontline Surge • Increase the hit cap on frontline Surge to 8 (up from 5), and write separate coding for the GF compared to the GWF's. That way Fronline Surge can remain a prone attack for GF's and only a stun for GWF's who don't have shields as the animation shows.
Feedback: Knee Breaker & Griffin's Wrath These two powers have SOOO much potential, but are limited. They both are very easy to avoid, and when missed the the cool down shows no mercy. Both these powers require the same lock-on feature as the GWF's Take Down encounter, and the reduced cool down if missed.
- Griffin's Wrath has a really good stun feature, and could be compared to the Rogue's Impact Shot. However, there is one MAJOR difference. Impact Shot is a range attack, Griffin's Wrath is close quarters. People can easily escape Griffin's Wrath by simply holding 'W' to run... Griffin's Wrath stun effect should at least last 0.1 - 0.3 seconds longer so it's chain-able. Otherwise we'll just miss and be penalized with a cool down. Also, Griffin's Wrath will use unwanted charges if you press the hotkey for the encounter, then hold left-click to cleave. Also during a TR's Duelist Flurry, if hit by Griffin's Wrath, the Duelist Flurry animation should be interrupted and reset. As of right now, TR's are able to continue the combo after being stunned. Unlike Frontline Surge or Bull Charge which completely resets them. Lastly, Griffin's Wrath creates a guard delay after use.
- Knee Breaker would be wonderful if it had both a slowing & stun effect. As of right now, CW's, TR's, DC's, and HR's can just dodge while affected by Knee Breaker to get some distance from the slow moving GF. However, these very same classes are unable to dodge while stunned by as Rogue's Smoke Bomb which is AoE. If Knee Breaker had both the Rogue's stun effect and slow effect, it would be an EXCELLENT option for both PvP and PvE boss fights.
Feedback: High General High General should do exactly as it says in it's description. If it did, that would boost DPS in dungeons (which people want...), creating a place for GF's in high end dungeons. Remove the internal 30 second cool down, so crit severity could be stacked, and refreshed every 8 seconds. By doing this, it will truly make HG a Tier 2 set. A person who dedicates his character to be a TEAM PLAYER should never be penalized with nerfs or hit caps. I would also like to point out, HG does not have the resources needed to be overpowered in PvP. GF's only use single target powers in PvP, and if they do use AoE's, they will cripple their damage capabilities (which creates a balance). Not to mention we have low critical chance to begin with, plus tenacity & tenacity gear is more popular anyways.
Feedback: Knight's Captain Why not just adjust it to where it gives 20% power, and 60-75% defense boost? You can't go wrong with adding survivability to the entire team.
Feedback: Bull Charge Bull Charge needs a rollback. The original Bull Charge was much more reliable, especially when it came to knocking people off of nodes.
Feedback: Guard Defects There's a huge delay to re-guard after recovering from prones & stuns. For example; if a player was holding his assigned button to guard, and was then knocked prone or stunned. While still holding the guard button, the GF will NOT immediately guard from attacks again as soon as possible (in other words once the crowd control effect is over, you have to repress your guard button instead of the GF re-guarding automatically).
Another defect is when the GF will repeat the Threatening Rush animation if you press the guard button before the original Threatening Rush animation is done. Very annoying, and can cause players to die during the heat of battle.
Feedback: Iron Warrior Animation GF's should be able to cancel the animation by holding guard, like we can with Knight's Valor. In the heat of the moment, the casting time can really make a life or death difference, ESPECIALLY in PvP. Example; I'm on my mount headed towards a node, and on that node there's a bad guy. Before I get to the node, I have to make sure I'm at a safe distance before casting Iron Warrior otherwise I'll be interrupted by the enemy. Once activated, I now have to walk the rest of the distance to get on the node; wasting precious time of Iron Warrior.
Feedback: Guarded Assault Guarded Assault should reflect 15% of all blocked damage at 3/3pts, and Protector's Guarded Assault should have a feat in the Protector tree allowing it to reflect 25% of all blocked damage back to it's attacker.
Feedback: Improved Vigor Feat Improved Vigor should be 5/10/15/20/25%
Feedback: Plate Agility Feat Plate Agility should be 2/4/6/8/10%.
Feedback: Brawling Warrior Brawling Warrior Feat should increase damage resistance by 3/6/9/12/15%
Feedback: Inspiring Leader Feat Inspiring Leader should also increase the party's damage resistance by 2/4/6/8/10%, or deflect chance by 2/4/6/8/10%.
Feedback: Surging Tide Feat Surging Tide should be 4/8/12/16/20%.
Feedback: Armor of Bahamut Feat Armor of Bahamut should reduce all incoming damage by 30% when guard is broken.
Feedback: Take Measure Feat Take Measure should give 40%, with a cool down of 1 minute. Because the average GF has about 29-32k HP, because 5% of 29k is only 1450 HP.
Feedback: Deflection High deflection should come naturally to us, like crit comes naturally to CW's, TR's, HR's, GWF's, and DC's... GF's should have EASY access to 35% deflection.
Feedback: Enduring Warrior Enduring Warrior should heal the GF for 10-20% for every kill instead of 1-3%. There should be a feat in the Conq' tree that boost it by +1-5% (with a total of 25% if the GF is 3/3 in Enduring Warrior + the 5/5 in the feat).
Feedback: Villain's Menace Villain's Menace casting animation takes WAY too long, but is AWESOME looking. GF's should be immune to CC while casting Villain's Menace.
epclipseingmoonMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2014
The new stam block is a far worse nerf than the gwf unstoppable one because they can atleast run fast from danger if they need too... Right now on normal server i can tank all no problem just collectin all the mobs takes a few moments.... on preview ago collecting is so easy but we have a glassy shield. gfs wont ever get dungeon groups if you need to take both surport classes... the idea of a tank is to controll all mobs and live without the need for a dc if your doing it right afterall...
Either they need to rework all dungeons to make people need both or remove the super block nerf....
Villain's Menace animation sucks. I go from wanting to use VM to having to use Fighter's Recovery because I get proned/stunned/knocked around trying to activate VM.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
Villain's Menace animation sucks. I go from wanting to use VM to having to use Fighter's Recovery because I get proned/stunned/knocked around trying to activate VM.
Basically, KC, VM, KV, FR and certain other skills tend to not trigger in time. Said skills should either have their animation sped up/adjusted or a cc - immunity added to prevent them from getting bugged out while being proned/pushed/cced in general. To me, nothing can be more annoying than trying to KC a target, while getting cced... and the skill goes into oblivion CD aka. completely bugs out until one relogs or changes zones.
Feedback: High General High General should do exactly as it says in it's description. If it did, that would boost DPS in dungeons (which people want...), creating a place for GF's in high end dungeons. Remove the internal 30 second cool down, so crit severity could be stacked, and refreshed every 8 seconds. By doing this, it will truly make HG a Tier 2 set. A person who dedicates his character to be a TEAM PLAYER should never be penalized with nerfs or hit caps. I would also like to point out, HG does not have the resources needed to be overpowered in PvP. GF's only use single target powers in PvP, and if they do use AoE's, they will cripple their damage capabilities (which creates a balance). Not to mention we have low critical chance to begin with, plus tenacity & tenacity gear is more popular anyways.
I agree. Especially since the damage increase will probably be less than 5% - assuming the average crit chance of the damage dealers is less than 50%. I'd even go further and suggest to let us have this up 100% of the time by increasing the duration of the effect.
The new stam block is a far worse nerf than the gwf unstoppable one because they can atleast run fast from danger if they need too... Right now on normal server i can tank all no problem just collectin all the mobs takes a few moments.... on preview ago collecting is so easy but we have a glassy shield. gfs wont ever get dungeon groups if you need to take both surport classes... the idea of a tank is to controll all mobs and live without the need for a dc if your doing it right afterall...
Either they need to rework all dungeons to make people need both or remove the super block nerf....
I would disagree with your statement regarding not needing a DC. My position is that a tank should control the interest of the mobs, whilst the DC keeps him/her and the other dps classes alive to carry out their roles.
Not needing a DC seems to be heading down the immortal Tank road, which should never be the case. Of course the tank should be able to absorb significant damage, that is why they have threat mechanics, but they should still need a DC to help keep them going through this.
If the main aggro magnet in the group does not need a DC, then what use is there for the class? Relegated to a buffer? Not for me.
...............vote for your favourite expansion.......... "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity". ..............not this one then.............
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epclipseingmoonMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I would disagree with your statement regarding not needing a DC. My position is that a tank should control the interest of the mobs, whilst the DC keeps him/her and the other dps classes alive to carry out their roles.
Not needing a DC seems to be heading down the immortal Tank road, which should never be the case. Of course the tank should be able to absorb significant damage, that is why they have threat mechanics, but they should still need a DC to help keep them going through this.
If the main aggro magnet in the group does not need a DC, then what use is there for the class? Relegated to a buffer? Not for me.
Well if a tank can't survive under agro then they are not needed, I am currently one of thoese immortal tanks btw. This nerf beats the purpose of a tank heck I would rather take an extra CW over a GF because afterall we need control and dps and CW's are dmg nerfed too. The good thing is that DC's mod 4 will always be needed in groups but a GF not so much.
Well if a tank can't survive under agro then they are not needed, I am currently one of thoese immortal tanks btw. This nerf beats the purpose of a tank heck I would rather take an extra CW over a GF because afterall we need control and dps and CW's are dmg nerfed too. The good thing is that DC's mod 4 will always be needed in groups but a GF not so much.
Worse case: GF pull 20 mod (including CC immu elite Mods), and he/she can't survive the first attack rate, CW can not CC elite Mods and the Glass Cannon GWF die soon, then the HR will be face to the ground as soon as the Tanks down, then DC then CW.... well the dungeon will never finish or the perma TR will solo all ha ha;) Note: Not every parties are waring top gears god mod team, especially GF. DEVs, please use the Green or blue gears to test those new changes :rolleyes:
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epclipseingmoonMember, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Worse case: GF pull 20 mod (including CC immu elite Mods), and he/she can't survive the first attack rate, CW can not CC elite Mods and the Glass Cannon GWF die soon, then the HR will be face to the ground as soon as the Tanks down, then DC then CW.... well the dungeon will never finish or the perma TR will solo all ha ha;) Note: Not every parties are waring top gears god mod team, especially GF. DEVs, please use the Green or blue gears to test those new changes :rolleyes:
Thats what I'm saying, I maybe nicely geared to last alittle longer but what about the gfs who are just starting to gear or have just reached 60? We need the block to be improved not nerfed.... or if worse comes to worse leave the block alone I say...
Great discussion folks. Good points from everyone. I like @lvl99looter's points - good info and resolutions. Listing the issues and possible fixes should help the devs more than just a complaint-fest.
Basically, KC, VM, KV, FR and certain other skills tend to not trigger in time. Said skills should either have their animation sped up/adjusted or a cc - immunity added to prevent them from getting bugged out while being proned/pushed/cced in general. To me, nothing can be more annoying than trying to KC a target, while getting cced... and the skill goes into oblivion CD aka. completely bugs out until one relogs or changes zones.
I agree 100% with this too @colonelwing. Don't forget - KV has the bug as well. Why are we the only class that wears Plate armor but we have the most trouble with our powers and being CC'd? I love playing my GF and hope that I can continue to do so.
I aim to misbehave
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
edited June 2014
I really want to see them remove the internal cool down on High General, and change Knight's Captain to provide excellent defense for party members.
I dont think unlimited Guard would be the best solution IMO although its a STEP in the right direction.
Id much rather see an encounter that completely refills OR removes the drain like you have suggested for X seconds. I think the idea of a build that allows for "perma block" should be viable IMO given you spec/gear/slot for it right.
I think even having like a 10 second base block meter with even a 5 second recharge time could work as well.. With feats and gear etc you can boost block up ALOT, combined with an encounter to refill block you could see a perma block build...
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
I dont think unlimited Guard would be the best solution IMO although its a STEP in the right direction.
Id much rather see an encounter that completely refills OR removes the drain like you have suggested for X seconds. I think the idea of a build that allows for "perma block" should be viable IMO given you spec/gear/slot for it right.
I think even having like a 10 second base block meter with even a 5 second recharge time could work as well.. With feats and gear etc you can boost block up ALOT, combined with an encounter to refill block you could see a perma block build...
If they do implement my Iron Warrior suggestion, the Protector feat "Iron Guard" should increase the duration of the unbreakable guard meter a few more seconds.
If they do implement my Iron Warrior suggestion, the Protector feat "Iron Guard" should increase the duration of the unbreakable guard meter a few more seconds.
I like this idea as well.
Again I think they need to NOT heir on the side of caution with GF buffs ATM, they need to buff the HAMSTER out of the class, let us test it and IF NEEDED tone it back.
GFs have been sub-par for SO long, and they are SO far behind other classes. I do like to lean more towards your infinite guard GF idea, however think that would be too overpowered. Id like to see a DRASTICALLY buffed guard/block meter on the PTR with stamina, Iron Warrior give something like 500% stamina gain (basically stamina full regens/doesnt move while in stealth - pretty much Lurkers Assault with Stealth but for a GF guard meter) and then see how that feels.
I STILL really want ARP moved to CON and DEX to gain crit.. that would also REALLY help those that want to spec DPS.
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brynicstormbornMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 41
edited June 2014
Can't test the new guard meter length until it goes up on preview, but I've been rolling the infinite guard over in my head. The more I think about it, the more I feel like it could work if done right.
Make guard have infinite blocking. Leave DR at 80%, give CC immunity, and give CA immunity/resistance. Return the run speed in guard to what it was before, or possibly even slower/stationary. Get rid of guard at wills entirely - no attacking while in guard. This would require reworks of the Conqueror capstone feat (because guard would never break/deplete) and some non-capstone guard related feats, such as the protector feat to increase guard at will damage.
Instead, give us a threat meter. Make threat diminish rapidly if guard is sustained longer than 3-4 seconds (this could be scaled exponentially so short periods of guard lose little to no threat while long periods lose almost all threat) to keep people from grabbing threat and hiding behind their shield for the entire battle while a cleric heals them. In real life (and in the DnD sessions I've DM'd) only the dumbest of the dumbest of enemies would continue to bounce attacks off a shield when a squishier target is anywhere nearby.
When soloing/pvp you would have to actively choose between dealing damage and absorbing damage, and in dungeons you would have to choose between DR and threat.
- B
P.S. - I also realize that as nice as this would be, it won't happen. At least not any time soon. The logistics to re-reprogram the guard mechanic would be so high that there would be no way to have it completed, much less tested, in time for ToD launch.
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
Again I think they need to NOT heir on the side of caution with GF buffs ATM, they need to buff the HAMSTER out of the class, let us test it and IF NEEDED tone it back.
GFs have been sub-par for SO long, and they are SO far behind other classes. I do like to lean more towards your infinite guard GF idea, however think that would be too overpowered. Id like to see a DRASTICALLY buffed guard/block meter on the PTR with stamina, Iron Warrior give something like 500% stamina gain (basically stamina full regens/doesnt move while in stealth - pretty much Lurkers Assault with Stealth but for a GF guard meter) and then see how that feels.
I STILL really want ARP moved to CON and DEX to gain crit.. that would also REALLY help those that want to spec DPS.
If they put Crit in DEX, and ArP in CON, we will have to sacrifice STR for Guard Meter/Stamina. Resistance Ignored located in DEX should be moved to STR, and DoT Damage Resist should be moved from STR to DEX. Stamina/Guard should be removed from STR, because we should have that naturally, and replace it with Control Resist or combat advantage bonus.
If they put Crit in DEX, and ArP in CON, we will have to sacrifice STR for Guard Meter/Stamina. Resistance Ignored located in DEX should be moved to STR, and DoT Damage Resist should be moved from STR to DEX. Stamina/Guard should be removed from STR, because we should have that naturally, and replace it with Control Resist or combat advantage bonus.
Well thats why id like to see the stamina guard meter buffed to 2x-3x what it is now. If you saw my "modified patch notes" I made this 2% for each STR point.
Honestly I think for both GF and GWF STR should also be 2% damage up from 1%. STR is typically a MAJOR stat for a fighter but with vorpal enchant and ARP both 1% crit and 1% ARP are better than 1% damage. Making it 2% damage and 2% block recharge on STR would make ALL the stats really good. Con still = 4% HP and 1% ARP. DEX would be 1% deflect and .5% crit.
But now ALL of these are really good and a hard tradeoff. I honestly think if they did this to GWFs too, made STR = 2% dmg and Con = 4% HP this would help balance some of the GWF issues with damage but that would take more re-balancing that they wont do.
I dont think they will ever go to a PERMA block, but what do you guys think about block lasting like 15+ seconds, having like a 5 second full recharge but being stationary while in block? Also at 100% block rate.
This would give the GF alot of "tools" to survive and sacrificing mobility for longer block seems like a fair tradeoff in PVP and PVE.
I like 100% uptime shield Ant, also in pvp with the GWF changes a SM has WMS and can hit a GF from behind while still facing him. I used that a long time ago to make GF vs GWF faster. Now that WMS gets a buff again and so is the Flourish there should be more out there doing this. It was good running CN with you, I'm Moringa, I'm still compiling my ACT numbers to show everyone getting Rimefire buff but CoI on tab removing the majority of my fire damage.
I've said this before, but alot of those suggestions are too overpowered. the feat changes i agree with mostly.
unlimited guard is silly, in both pve and pvp. Main issues in pvp for a GF is not being able to hurt the top pvp classes, but changes are coming for them, and hopefully TR too soon. But we are not completely broken, the new block (if it is extended enough) may go along way.
In PvE being able to tank so many things is tough, my GF can tank fine but only after he got geared up to the teeth. I suggest either buffing the protector tree substantially. or making GF regen hp or +50% bonus to healing, whilst guard is up.
I've said this before, but alot of those suggestions are too overpowered. the feat changes i agree with mostly.
unlimited guard is silly, in both pve and pvp. Main issues in pvp for a GF is not being able to hurt the top pvp classes, but changes are coming for them, and hopefully TR too soon. But we are not completely broken, the new block (if it is extended enough) may go along way.
In PvE being able to tank so many things is tough, my GF can tank fine but only after he got geared up to the teeth. I suggest either buffing the protector tree substantially. or making GF regen hp or +50% bonus to healing, whilst guard is up.
That's another thing I find important. GF's shouldn't have too be decked out just to hang in there. If deck out, surviving even while using using Knight's Valor should not be an issue. That way, GF's who are medium geared can manage.
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satsunohadoMember, NW M9 PlaytestPosts: 71Arc User
edited June 2014
As far as I concerned, I think dev need to rework with GF 's power, give GF more AOE attacks, and buff damage output for GF, I dont know if people still remember, GF has an at-will power called Crushing Surge, which deal damage to foes and heal GF, the problem with this at-will is too slow, that' s why people ignored this power, the Devs need to make this At-will useful, so GF has a self-healing ability for tanking mobs , also Fighter' s recovery is good self-healing daily power but it takes longer to gain full action points, maybe the Devs can make this daily power usable every 25% of action points, without have to gain full action points. I dont suggest to buff GF' s damage resistance, I think buff GF' s at-will & encounter damage will be better idea, because GF' s damage is inbottom-line, mostly they are just a bit better than DC, but far away from other classes, I dont know if people understand why GF are least favor in PvE group? They cant tank? that' s one reason, but also the low damage done, for example, Valindra boss (VT), on last phase, if you bring a GF to your group, you may experience hard time to burn boss down while more adds come out, because of GF' s low damage done, It makes the boss harder to kill, then why players should bring a class that makes boss harder to kill or wipe more? Also, better damage done = better threat = more life steal = better survivability, that' s why I suggest buff GF' s Overall damage done, give them more self-healing ability from damage foes, rather than buff their damage resistance, because if simply just buff GF' s resistance, it only cause more problems/imbalance in PvP, but not helping solve PvE problem.
Love the unlimited guard idea bro like all of your ideas are usually great and yes even if we had unlimited guard every other class in the game would have a few ways of still killing us or hitting us without the guard being a problem and what about team fights ? when there is multiple players on a flag then our unlimited guard would not be OP at all because we cant block front and back at the same time.
Even if its not unlimited our guard should be at LEAST be 5x stronger.
Crixus - PVP GF
[SIGPIC][/SIGPIC]
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
Love the unlimited guard idea bro like all of your ideas are usually great and yes even if we had unlimited guard every other class in the game would have a few ways of still killing us or hitting us without the guard being a problem and what about team fights ? when there is multiple players on a flag then our unlimited guard would not be OP at all because we cant block front and back at the same time.
Even if its not unlimited our guard should be at LEAST be 5x stronger.
Agreed. Either unlimited or 5x stronger, 100% mitigation.
I THINK I came up with a solution that would please everybody.
If Guard meter was 100% identical to the PTR block meter, basically:
-Based on stamina drain
-drained outside combat
-80% DR
-slower recharge
EXCEPT one minor addition:
When your guard meter hits ZERO, you can continue to hold guard as long as you like, it only starts recharging when you let guard down.
So what this would look like, is NOW you can play "re-active" by holding block in little "spurts" of timing, OR you can play pro-active by holding block indefinitely. Once the meter hits zero and you have no "guard" left, you can keep holding as long as you want.
The catch is, the long recharge timer makes it hard to use as BOTH offensive and defensive tool.
Meaning, you can duck in and out of block and attack, or if you end up having to hold it for a long time, your STILL taking damage through block, but you also cant really attack someone while IN block. So its a fair tradeoff. Then once you let it down to attack, because of the recharge on it, itll take 2-3 seconds before you really have enough to activate block again.
This idea only really works with the 80% block though seeing as at 100% it would be too OP.
*Remember with 50% base DR, 20% tenacity, blocking 80% REALLY means your blocking 92% of the damage that comes in.
So for every 10k of damage you block, you only take 800.
Highly favor a perma block mechanic and the addition of crit in gf ability score somewhere. Also agree that with a perma block it cant be 100%, I would suggest at least 85% or have it scale down over time from 100-65 or something like that. Would also suggest that with perma block that it doesnt block cc, you could still have a block meter that can block at most 5 cc attacks before needing to recharge. This can make it so there are ways for npc/players to outplay a gf that tries to hide behind shield. Now this may be asking for much but would love to see my cc meter also used as a sprint meter. Gives a gf the choice between using the block meter to block cc or sprint out of danger.
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited June 2014
If there is a perma stealth build for TRs why can't there be a perma block build for GFs? Please consider implementing more feats that prolong duration and enhance regeneration in the Protector Tree.
If there is a perma stealth build for TRs why can't there be a perma block build for GFs? Please consider implementing more feats that prolong duration and enhance regeneration in the Protector Tree.
i totally agree with that, what is there to complain about being OP when there is permastealth around? And even if we could permaguard we would still be weaker compared to the invincible HR's and TR's.
Still i will have to congratulate the company for presenting a NERF as a BUFF in order to manipulate the GF palyerbase into thinking this company actually cares about the class and hold them like 3-4 months playing till the next fairy-buff comes around to please the naive.
Too bad for them that some of us play GF despite always being the uneeded guys a year now and know what each of those changes mean both in pvp/pve
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lvl99looterMember, NW M9 PlaytestPosts: 682Arc User
edited June 2014
I really want them to buff Guarded Assault -.-... so the reflection build could be perfected.
Comments
Either they need to rework all dungeons to make people need both or remove the super block nerf....
Princess Amber - DC
Shieldmaiden Amber - GF
Valkyrie Amber - GWF
Huntress Amber - HR
Basically, KC, VM, KV, FR and certain other skills tend to not trigger in time. Said skills should either have their animation sped up/adjusted or a cc - immunity added to prevent them from getting bugged out while being proned/pushed/cced in general. To me, nothing can be more annoying than trying to KC a target, while getting cced... and the skill goes into oblivion CD aka. completely bugs out until one relogs or changes zones.
I agree. Especially since the damage increase will probably be less than 5% - assuming the average crit chance of the damage dealers is less than 50%. I'd even go further and suggest to let us have this up 100% of the time by increasing the duration of the effect.
I would disagree with your statement regarding not needing a DC. My position is that a tank should control the interest of the mobs, whilst the DC keeps him/her and the other dps classes alive to carry out their roles.
Not needing a DC seems to be heading down the immortal Tank road, which should never be the case. Of course the tank should be able to absorb significant damage, that is why they have threat mechanics, but they should still need a DC to help keep them going through this.
If the main aggro magnet in the group does not need a DC, then what use is there for the class? Relegated to a buffer? Not for me.
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
Well if a tank can't survive under agro then they are not needed, I am currently one of thoese immortal tanks btw. This nerf beats the purpose of a tank heck I would rather take an extra CW over a GF because afterall we need control and dps and CW's are dmg nerfed too. The good thing is that DC's mod 4 will always be needed in groups but a GF not so much.
Princess Amber - DC
Shieldmaiden Amber - GF
Valkyrie Amber - GWF
Huntress Amber - HR
Worse case: GF pull 20 mod (including CC immu elite Mods), and he/she can't survive the first attack rate, CW can not CC elite Mods and the Glass Cannon GWF die soon, then the HR will be face to the ground as soon as the Tanks down, then DC then CW.... well the dungeon will never finish or the perma TR will solo all ha ha;) Note: Not every parties are waring top gears god mod team, especially GF. DEVs, please use the Green or blue gears to test those new changes :rolleyes:
Thats what I'm saying, I maybe nicely geared to last alittle longer but what about the gfs who are just starting to gear or have just reached 60? We need the block to be improved not nerfed.... or if worse comes to worse leave the block alone I say...
Princess Amber - DC
Shieldmaiden Amber - GF
Valkyrie Amber - GWF
Huntress Amber - HR
I agree 100% with this too @colonelwing. Don't forget - KV has the bug as well. Why are we the only class that wears Plate armor but we have the most trouble with our powers and being CC'd? I love playing my GF and hope that I can continue to do so.
Id much rather see an encounter that completely refills OR removes the drain like you have suggested for X seconds. I think the idea of a build that allows for "perma block" should be viable IMO given you spec/gear/slot for it right.
I think even having like a 10 second base block meter with even a 5 second recharge time could work as well.. With feats and gear etc you can boost block up ALOT, combined with an encounter to refill block you could see a perma block build...
If they do implement my Iron Warrior suggestion, the Protector feat "Iron Guard" should increase the duration of the unbreakable guard meter a few more seconds.
I like this idea as well.
Again I think they need to NOT heir on the side of caution with GF buffs ATM, they need to buff the HAMSTER out of the class, let us test it and IF NEEDED tone it back.
GFs have been sub-par for SO long, and they are SO far behind other classes. I do like to lean more towards your infinite guard GF idea, however think that would be too overpowered. Id like to see a DRASTICALLY buffed guard/block meter on the PTR with stamina, Iron Warrior give something like 500% stamina gain (basically stamina full regens/doesnt move while in stealth - pretty much Lurkers Assault with Stealth but for a GF guard meter) and then see how that feels.
I STILL really want ARP moved to CON and DEX to gain crit.. that would also REALLY help those that want to spec DPS.
Make guard have infinite blocking. Leave DR at 80%, give CC immunity, and give CA immunity/resistance. Return the run speed in guard to what it was before, or possibly even slower/stationary. Get rid of guard at wills entirely - no attacking while in guard. This would require reworks of the Conqueror capstone feat (because guard would never break/deplete) and some non-capstone guard related feats, such as the protector feat to increase guard at will damage.
Instead, give us a threat meter. Make threat diminish rapidly if guard is sustained longer than 3-4 seconds (this could be scaled exponentially so short periods of guard lose little to no threat while long periods lose almost all threat) to keep people from grabbing threat and hiding behind their shield for the entire battle while a cleric heals them. In real life (and in the DnD sessions I've DM'd) only the dumbest of the dumbest of enemies would continue to bounce attacks off a shield when a squishier target is anywhere nearby.
When soloing/pvp you would have to actively choose between dealing damage and absorbing damage, and in dungeons you would have to choose between DR and threat.
- B
P.S. - I also realize that as nice as this would be, it won't happen. At least not any time soon. The logistics to re-reprogram the guard mechanic would be so high that there would be no way to have it completed, much less tested, in time for ToD launch.
If they put Crit in DEX, and ArP in CON, we will have to sacrifice STR for Guard Meter/Stamina. Resistance Ignored located in DEX should be moved to STR, and DoT Damage Resist should be moved from STR to DEX. Stamina/Guard should be removed from STR, because we should have that naturally, and replace it with Control Resist or combat advantage bonus.
Well thats why id like to see the stamina guard meter buffed to 2x-3x what it is now. If you saw my "modified patch notes" I made this 2% for each STR point.
Honestly I think for both GF and GWF STR should also be 2% damage up from 1%. STR is typically a MAJOR stat for a fighter but with vorpal enchant and ARP both 1% crit and 1% ARP are better than 1% damage. Making it 2% damage and 2% block recharge on STR would make ALL the stats really good. Con still = 4% HP and 1% ARP. DEX would be 1% deflect and .5% crit.
But now ALL of these are really good and a hard tradeoff. I honestly think if they did this to GWFs too, made STR = 2% dmg and Con = 4% HP this would help balance some of the GWF issues with damage but that would take more re-balancing that they wont do.
I dont think they will ever go to a PERMA block, but what do you guys think about block lasting like 15+ seconds, having like a 5 second full recharge but being stationary while in block? Also at 100% block rate.
This would give the GF alot of "tools" to survive and sacrificing mobility for longer block seems like a fair tradeoff in PVP and PVE.
I've said this before, but alot of those suggestions are too overpowered. the feat changes i agree with mostly.
unlimited guard is silly, in both pve and pvp. Main issues in pvp for a GF is not being able to hurt the top pvp classes, but changes are coming for them, and hopefully TR too soon. But we are not completely broken, the new block (if it is extended enough) may go along way.
In PvE being able to tank so many things is tough, my GF can tank fine but only after he got geared up to the teeth. I suggest either buffing the protector tree substantially. or making GF regen hp or +50% bonus to healing, whilst guard is up.
and also the featured satirical comedic adventure "A Call for Heroes".
That's another thing I find important. GF's shouldn't have too be decked out just to hang in there. If deck out, surviving even while using using Knight's Valor should not be an issue. That way, GF's who are medium geared can manage.
Even if its not unlimited our guard should be at LEAST be 5x stronger.
[SIGPIC][/SIGPIC]
Agreed. Either unlimited or 5x stronger, 100% mitigation.
If Guard meter was 100% identical to the PTR block meter, basically:
-Based on stamina drain
-drained outside combat
-80% DR
-slower recharge
EXCEPT one minor addition:
When your guard meter hits ZERO, you can continue to hold guard as long as you like, it only starts recharging when you let guard down.
So what this would look like, is NOW you can play "re-active" by holding block in little "spurts" of timing, OR you can play pro-active by holding block indefinitely. Once the meter hits zero and you have no "guard" left, you can keep holding as long as you want.
The catch is, the long recharge timer makes it hard to use as BOTH offensive and defensive tool.
Meaning, you can duck in and out of block and attack, or if you end up having to hold it for a long time, your STILL taking damage through block, but you also cant really attack someone while IN block. So its a fair tradeoff. Then once you let it down to attack, because of the recharge on it, itll take 2-3 seconds before you really have enough to activate block again.
This idea only really works with the 80% block though seeing as at 100% it would be too OP.
*Remember with 50% base DR, 20% tenacity, blocking 80% REALLY means your blocking 92% of the damage that comes in.
So for every 10k of damage you block, you only take 800.
i totally agree with that, what is there to complain about being OP when there is permastealth around? And even if we could permaguard we would still be weaker compared to the invincible HR's and TR's.
Still i will have to congratulate the company for presenting a NERF as a BUFF in order to manipulate the GF palyerbase into thinking this company actually cares about the class and hold them like 3-4 months playing till the next fairy-buff comes around to please the naive.
Too bad for them that some of us play GF despite always being the uneeded guys a year now and know what each of those changes mean both in pvp/pve