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Guard Needs Fixing Now, or Why We Have So Many Burst Damage Whines

STAR WARS: The Old Republic > English > PvP
Guard Needs Fixing Now, or Why We Have So Many Burst Damage Whines

AusetMuta's Avatar


AusetMuta
01.23.2012 , 12:54 PM | #51
Quote: Originally Posted by yukirshiro View Post
Not to mention 50s won't be pwning level 11 noobs any more either.

Stop whining about operative burst until you get a feel for how the buff stacking changes are going to change things. It just marks you out as stupid.

If anything operative/smugs will probably be borderline underpowered after the changes because the class brings essentially nothing except burst. I might even consider speccing out of the 3 sec knockdown because maxing someone's resolve just with one ability is a bad choice if you don't have a realistic chance of bursting them down shortly after it wears off.

After the patch you will see an op opening up on an equally geared 50 and bringing them down to about 50% before the knockdown wears off, and which time you start hitting like a wet noodle and have made them CC immune.

This entire thread now makes sense.

I cant kill everything anymore, nerf guard

yukirshiro's Avatar


yukirshiro
01.23.2012 , 12:54 PM | #52
Quote: Originally Posted by CyRenMBHMCM View Post
Good luck with that, I'm off to the chippy.
Have fun, because you're clearly still not understanding the issue. The issue isn't organization. BW can balance to any situation, including organized play.

The side effect of that is unorganized play becomes completely unbalanced. The op nerfs show they are clearly NOT willing to balance only to organized play.

PanzerKing's Avatar


PanzerKing
01.23.2012 , 12:55 PM | #53
Guard shouldn't be usable in PvP at all. Forcing people to attack a given target dramatically reduces the complexity of PvP, preventing reactive target swaps and encouraging mindless tunnel-visioning of a given target. But Bioware wouldn't be able to remove it without implementing dual-spec at the same time, so it's pointless to reflect on how Guard hurts the game.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 12:55 PM | #54
Quote: Originally Posted by AusetMuta View Post
This entire thread now makes sense.

I cant kill everything anymore, nerf guard
Uh I rerolled a tank. This post is prompted by my observations from using guard intelligently and from playing against teams that use guard intelligently.

For the last time, it isn't about guard being overpowered. It's about what situation you balance to. If BW were willing to balance burst to guard that would be one thing (it would mean the complete death of non-organized PVP, but at least it would be consistent). But they clearly ARN'T willing to balance burst to guard.

Kolbenito's Avatar


Kolbenito
01.23.2012 , 01:02 PM | #55
It is only a problem for people who want to tunnel vision 24x7. As I said earlier, last thing this game needs is for the already easy PVP to be dumbed down even further to just a damage zerg fest.
Kolbe - Sith Juggernaut - Jung Ma RP-PVP
Kolben - Vanguard - Jung Ma RP-PVP

VertisReaper's Avatar


VertisReaper
01.23.2012 , 01:03 PM | #56
Quote: Originally Posted by yukirshiro View Post
The "just counter it" argument doesn't really stand up to logical scrutiny. Tanks have knockbacks and pulls and charges too. If you line up abilities and then throw in resolve the tank/healer combo always comes out ahead in terms of ability to stay together.

It all comes back to what you balance to. In order to balance to "just counter it" burst damage needs to be high enough that you can burst a tank down in about 6 seconds with equal numbers. Meaning a solo TTK on a tank of about 12 seconds. But that burst is balanced to guard and healers. It would be too high for the rest of the game.
I'm not understanding why fights need to end in 6 seconds. Sometimes you need to burn through cooldowns and reset a fight. ex. When I'm on my smuggler playing with a sage friend.. Just sharing some MLG-level trade secrets here:

Sap healer
Burst tank forcing trinket
90% of the time the healer will trinket to save his/her tank.
Vanish, reset fight waiting for CD's to wear off.
Reopen on Tank
CC healer
??
Profit


Serious case of l2p here...though we are multi-gladiators in WoW so I guess I don't expect everyone to play at our level.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 01:04 PM | #57
It's also pretty funny that people are hailing a passive 50% soul link as some great component of organized play.

Anyone who is actually interseted in organized PVP would be in favor of guard being phased out in favor of more active tanking solutions. The height of organized PVP is not finding a way to seperate someone from their passive, 100% uptime guardbot. Real organized pvp would involve active tanking, not sticking to your healer and sitting there as a glorified damage soak with your activity all aimed at staying within 15 yards because that is by far the most important thing you can contribute.

Kyzr's Avatar


Kyzr
01.23.2012 , 01:05 PM | #58
You can't just mash a DPS rotation as an organized group and expect to win. You have to CC them and spread them apart. People with the mentality of the OP are the same types that fill up resolve bars while the carrier is on the downramp in Huttball, or break a CC while someone is capping in ACW or VS.

When we see a Tank/Heal combo, everyone collapes on the tank, and I do this to the healer: Jolt, Low Slash, Jolt, Overload, Jolt, Low Slash (Resolve Immune). Tanks dead, healer's alone. If he uses a CC break, then we swap to the healer and pull the Tank away.

One of our rival PvP guilds, Brutality, has a Jugg (Immortalis) with surgical-like precision on Force Push. He will charge the healer, and force push the tank either into fire, or the pit, damn near every time. And that's a single guy, the rest of their team is just as good/smart.

Love or hate WoW, for anyone who's played at a Gladiator rating, these are basics.
Relax - Ajunta Pall

Quote: Originally Posted by Trizell View Post
Shutup Relax blows.

Astarica's Avatar


Astarica
01.23.2012 , 01:06 PM | #59
The way to counter Guard is just kill both of the guys. In fact a lot of the time I find a tank mysteriously dead because the guy he's guarding took a ton of pounding and was actively healed, but the healers forgot to heal the guy guarding the guy who took the pounding too.

Let's take the simplest case of 2 on 2, 2 DPS versus 1 DPS + 1 tank. If there is no guard, the 2 DPS will never lose since they'll ignore the tank and kill the other DPS first, and then 2 on 1 mop up the tank.

Since there is a guard, the lone DPS basically gets double the HP to work with. However, the DPS + tank combo still does less DPS than the 2 DPS by definition (unless the tank is overpowered). For the sake of argument let's say the tank does 50% the DPS of the other 3 DPS. Both sides still focus on just 1 guy first. Say that the DPS have 15K HP and do 1000 DPS, and tank have 18K HP.

The tank + DPS side need 10 seconds (1500 DPS combined) kill one DPS on the other side. During this time, the 2 enemy DPS will do 20000 damage to the tank + DPS combo. This means now you've one DPS at 15K HP versus a DPS at 5K HP (execute range) and a tank at 8K HP. There's no guaranteed the side with the 2 is going to win this since now their DPS is taking greatly elevated damage for being in execute range.

Obviously these are hypothetical numbers and can vary depending on the capability of the tank/DPS involved, but 1 versus 2 isn't a sure win if one of the 2 is at execute range.

Kolbenito's Avatar


Kolbenito
01.23.2012 , 01:07 PM | #60
It is a mechanic that is easy to work around. There are far more important issues that are likely to kill off pvp in this game other than guard.
Kolbe - Sith Juggernaut - Jung Ma RP-PVP
Kolben - Vanguard - Jung Ma RP-PVP