Regarding purpose of the belt- Incoming Healing Multiplier
Quote:
Originally Posted by
Oelle
Guards dont need another source of physical mitigations. Those are already overcapped with good gear, a heavy shield and blueline spec, without any essences. If one doesnt want to use a shield, one shouldnt be mit-capped without actually doing something for it. Obviously rating, not %mitigation that adds up as thats OP as long as everything stacks additive.
tactical mitigation on belt however might be viable. Or incoming healing. Or anything that increases thread/damage, even tactical damage rating wouldnt be that bad, if shieldskills and yellow shouts are meant to be tactical.
This is spot on. There is no advantage to have more mitigations when you are overcapped already.
More incoming healing or threat generation from the belt are two good purposes possible.
My preference would be to have a legacy for threat generation, with the default belt value that goes up with starlits (currently called "Shield use") becoming an incoming healing multiplier.
Do guardians want bleeds to be primary?
I agree with SSG that the current bleed system needs to be removed.
I don't believe that most guardian players want bleeds to be the primary mode of damage.
How fun is it to watch your enemy's health bar slowly drop because a tiny box tells you that he's bleeding?
I would much rather do damage Champ style - where most damage is caused by the base damage of the skills.
You could limit guardian's skills to 80% of the damage a champ does.
Even this would be about 8-10X more than what the current guardian skill damage is.
If you removed bleeds at present, guardian DPS would be tiny.
Most skills only generate 1-2k damage if they don't crit (at 50k phys mastery)
Against enemies with 100-170k health, that's almost 100 hits to kill a single enemy.
Also, who would want their only AOE stun (knockdown) removed? And why?
(Hammer down is not an AOE stun)
Every class I can think of has an AOE stun - Champs, hunters, LMs, etc
No Valid Reason to remove Charge stun
Quote:
Originally Posted by
TiberiasKirk
Not if you play this game like its your job, then no time for fun. I agree with you. I believe many of the changes in the proposed update are about making Pvp balanced and have little to do with actual pve class balance as you have realized.
The amount of stuns and knockdowns that creeps can do is rediculous.
I gave up on the Moors because of being chain stunned all the time on my hunter.
If they are going to take away the Guardian's stun, they should take away all the creeps stuns as well.
Most people play this game for fun.
Taking away the Guardian's redline stun is not an improvement for the class.
It is taking away the most fun skill, and most guardian players won't be happy with that.
And there is no valid reason - most Freeps have an AOE stun and I believe creeps have more stuns on a shorter CD than freeps.
Don't make changes that will cause people to react by leaving the game altogether.
Quote:
Originally Posted by
Oddessia
I have to say Im pretty dissapointed about the aoe stun from Charge being removed. That is the most fun skill of my guardian! As well I use it both offensively and defensively. I havent taken my guard to the moors so I wont comment on that but I do feel that the guaranteed crit is just lacking. I mean...who cares? A guaranteed crit on the lowest DPS toon...big whoop. LOL As well (not that anyone uses this trait) but in redline there's a trait called To The Rescue...if you max the rank on it, it guarantees that Charge's next hit is a crit. So REALLY we arent gaining a guaranteed crit - we are just having our stun removed. Please don't. Or if you absolutely must...please bring in some other unique effect.
Ods
Devs need to pay attention to this kind of feedback.
It represents the majority of people who actually play Guardian.
Note that most people on this thread who support removal of Charge knockdown are Creeps or people who don't play Guardian and don't care about it being nerfed to uselessness.
Their opinions should be dismissed.
Their suggestions of using yellow or blue lines in order to find stun skills (such as cataclysmic shout) ignore the fact that these lines have almost zero DPS and can't be used for anything other than tanking.
Perhaps there are a tiny number of Guardians who don't use charge. That's fine. They don't need to use all skills available.
That doesn't mean you should remove it from the vast majority of us who use it regularly.
Just don't make changes that will cause people to react by leaving the game altogether.
That's not smart business sense.
LISTEN to the players and LEAVE THE BRUTAL CHARGE KNOCKDOWN ALONE
Quote:
Originally Posted by
SACLOTRO
yes, it saves the guard when you have 10 on you and you can knock down a few to take some of the pressure off and maybe take out some mobs before they all resume beating on you.....
LEAVE THE BRUTAL CHARGE KNOCKDOWN ALONE
When masses of paying Guardians quit the game because their most fun skill is removed,
SSG will realise that they have made a mistake because they ignored what the players were telling them.
People who play games like this want to be awesome heroes.
Brutal Charge Knockdown does that.
No other skill makes a guardian feel awesome.
All the other skills are comparatively boring, as are the bleeds.
If you take away our one awesome skill, what incentive is left for us to log in?
We may then consider playing some other game where we will have skills that make us feel awesome.
Ask VIP Guardians for their opinon before removing Charge knockdown to assess loss of income.
The suggestion to use yellow line to use cataclysmic shout is invalid because this thread is about Red line.
Currently Red line is the only useful line for DPS.
Yellow line DPS is incredibly small due to the small base damage of the skills (which it seems is not being significantly increased)
99% of the game involves the need for guardians to have DPS. (Even the 1% of players who get to tank in the abyss raid probably spend more time doing DPS in dailies)
98% of the game involves the need to kill multiple mobs at the same time.
Guardian DPS is already so low that the game is tedious.
To force us now to kill only one target at a time is going to make it worse.
Why are they turning Guardians into a weak version of burglars, but taking away our AOE and CC skills?
If they gave us a new stealth skill, that would give us some compensation.
Why can't Guardians be similar to champs, but with slightly lower DPS?
I suggest that a message be sent to all VIP guardians and ask them how they feel about losing Charge knockdown skill without getting any skill to replace it.
The feedback ought to give SSG an idea of how many will quit and how much income they will lose by making that mistake.
Whining Free-to-play creeps and wardens should not be listened to because they are not trying to improve the game.
Creeps want knockdown removed because they hate falling down for guardians, and Wardens are jealous of our awesome Knockdown skill.
Reasons to keep Brutal Charge Knockdown
Here is a list of reasons to keep Brutal Charge Knockdown
1. It is a favorite skill for many guardians
If anyone doesn't believe this, then do a proper survey of people who actually play guardians.
2. It makes the guardian class much more fun to play.
Why? By watching the animation of orcs and uruks fall down on their knees while you beat on them.
It gives you the satisfaction of being able to pay back those creatures for all their evil deeds and for all the times they have killed you.
The more fun a class is, the more people will play it.
3. It buys you time to kill mobs.
If you run into a group of mobs that would kill you in 5 seconds, but instead you can stun them for 5 seconds, you have a much better chance to win the fight.
If you don't have the knockdown skill, you may die.
So, it increases survivability, which is in line with the identity of the guardian.
4. If you take away a powerful skill without an equally powerful replacement skill, people will feel they are being nerfed and will likely leave the game.
This is particularly true for people who primarily play the guardian class, and can't see themselves playing other classes.
If large numbers of guardians quit the game, then their friends (who play other classes) will also leave the game because their friends are gone.
Loss of players = Loss of revenue
Here is a thread started by another player:
https://www.lotro.com/forums/showthr...uardian+charge
Here is another quote from someone on this thread.
"Please keep the knockdown or perhaps make it a toggle/alt skill where we can select either knockdown OR crit?
Seriously though, it's about time we Guardians got a lil lovin', we've been nerfed too many times over the years"
5. Making major changes in a negative direction (taking away useful skills like knockdown) will result in a negative emotional response of the players.
Turbine learned this lesson the hard way in the past, which is one reason why they gave Guardians the brutal charge knockdown skill in the first place.
SSG is new to the scene and has yet to learn this lesson.
6. One of the first business principles is to give the customer what they want.
If they don't get what they want, they will go elsewhere.
Many people in this thread have asked to keep brutal charge, so let them have it.
7. Those who suggest that shield bash is equivalent are ignoring the fact that the brutal charge knockdown can be used with a 2H weapon, which is the default weapon for redline Guardian.
After putting about 500 Scrolls of Empowerment into a 2H sword, I'm not going to give up this valuable skill without a protest.
8. If SSG leaves the Brutal charge knockdown skill as it is, it will cost them nothing.
If they remove it, it will inevitably result in loss of players and loss of revenue.
The improvement to bleeds is most welcome but loss of a great skill like Brutal charge knockdown is not.
Please don't make Guardians ST only
Some have suggested that the ideal guardian in red would be limited to single targets only and this is the reason to remove the AOE knockdown.
Changing the guardian into a ST only class in red makes no sense for these reasons:
1. Of the hundreds of quests and instances, encountering multiple enemies at the same time is compulsory most of the time.
Being forced to kill only one at a time would be tedious and frustrating.
2. The primary role of the Guardian is to protect others in the fellowship.
How can you protect your light armoured friends from multiple enemies if you can only deal with one at a time?
3. For the past 11 years, Guardians have been an AOE class.
The main Guardian's red line skills are AOE skills and have always been - Sweeping Cut, Vexing Blow and Whirling Retaliation.
Are they planning to remove these in future updates?
4. No one signed up to play Guardian with the vision of becoming a ST only class.
If we wanted to do that we would have chosen burglar, because at least then we would have stealth, evade and amazing CC skills that Guardians are not being given.
5. Going from AOE to ST is a nerf, and players hate their favorite class being nerfed. Players react by simply quitting the game.
Disorientation Broken on Bullroarer
Had time to kill about 50 wolves out in the dale lands while the test server was up this week.
Killed about equal numbers using a rotation of [Guardian's ward, shield blow, shield swipe, bash and shield smash].
to trigger disorientation
Melee auto attacks occurred in large numbers spread throughout the rotation (about 400 total over the 25 wolves for each case).
Chart below show how DISORIENTATION ACTUALLY INCREASED FULL AVOIDANCE CHANCE instead of decreasing it (calculated by taking avoided auto attacks and then dividing by the total number of auto attacks not including missed attacks which there were very few anyway)
https://steamuserimages-a.akamaihd.n...EDFF1BE8F2D6D/
The difference between the average is much greater than the margin of error depicted by the min and max values for the two cases. The increase in full avoidance for using disorientation on the test server is statistically significant.
Now looking at partial avoidance, nothing changes. The difference between the average partial avoidance with and without disorientation is well within the margin of error represented by the min and max values that are +/- one standard deviation below and above the average values as seen on the chart below.
https://steamuserimages-a.akamaihd.n...18BFA58FB256A/
chat logs for the two cases are available for download and represent the raw data used in the analysis below. Files are titled to indicate whether disorientation was traited or not.
https://drive.google.com/file/d/14nz...ew?usp=sharing
https://drive.google.com/file/d/1u96...ew?usp=sharing