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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

yukirshiro's Avatar


yukirshiro
01.23.2012 , 04:18 PM | #211
Quote: Originally Posted by Varicite View Post
Guard doesn't have any impact on the amount of burst required to kill a tank.
Except that it does whenever you have healing to throw into the mix too.

We've been over this before. If guard is in the game you can't burst the healer when the tank is within 15 yards, which means you need to be able to do more overall burst to get a kill because healers who arn't getting hit heal for more than healers who are getting hit.

In a world with guard burst needs to be significantly higher to get a kill no matter how you go about getting the kill.

IronFirewind's Avatar


IronFirewind
01.23.2012 , 04:19 PM | #212
Quote: Originally Posted by Baudrillard View Post
Organized vs. organized? We can wait till some organized team players will say something about this.


What's the whole discussion about at the moment?
Guard in Organised vs Organised is used to control damage against a focus fired target. One of the easiest ways to counter guard is to simply have your team focus fire an unguarded target to force the tank to change guard or lose the unguarded target. Usually you go like this:

1) Focus fire an unguarded DPS.
2) Interrupt the healer when guard switches to the focused guy.
3) Continue burning down the target while using CC/knockbacks/pulls to push the target/tank out of guard range.

Honestly the easiest way to counter guard is to ignore it. If you have to fight someone who is guarded then you need focus fire from everyone as well as CC/Pulls/Knockbacks to get them out of guard range.
Lilisetté - Assassin | The Progenitor EU (RP)

yukirshiro's Avatar


yukirshiro
01.23.2012 , 04:20 PM | #213
Quote: Originally Posted by Lazorous View Post
This is how you sound like:

I'm going to say this game was completely balanced around the Sith Assassin's Stealth ability.

I have no proof of this, but I believe it to be true and therefore it is fact. So there, can you dispute that?
You don't think the sith assasin class is balanced around stealth? You don't think BW considered the stealth abilities of the class when deciding other things about the class?

That would be about the same as saying guard has no relationship to burst damage.

Adzzy's Avatar


Adzzy
01.23.2012 , 04:20 PM | #214
Quote: Originally Posted by Vlaid View Post
Guard is basically the dispel system of this game.

The devs either have to balance the game around Guard always being present, or never present.

If it's balanced around it always being present, burst will be too high when it's not, or when the tank is out of range to guard.

This is a pretty simple cncept really. When you have an ability that can help so much with survivability you have to balance PVP around it always being available. If you don't, it becomes overpowered.

I'm not a fan of the guard system. I'd rather they just deleted guard and made tank taunts better.
you make the assumption that the game is balanced around pvp, it's not really, and probably never will be, it's based around a cpl pvp parameters (like you can't insta kill people), but the actual balance isn't anything to do with pvp. Case in point - allowing the jugg/guard to have charge recycle after push when their massive burst spec is setup by charge wouldn't make sense if you were balancing around pvp, unless you realise it was done so they can cluster pve enemies a lot easier.
Keys are lame

Lymain's Avatar


Lymain
01.23.2012 , 04:21 PM | #215
Quote: Originally Posted by yukirshiro View Post
No, I don't want to make tanks unable to mitigate, but no, I also don't want a situation where you have to kill the tank first 100% of the time either.
Well, it sounds like you must like the current system then! Don't worry about how it'll affect balance going forward because it doesn't really even come into play if you focus the tank or have the healer out of guard range.

EDIT: And we already agreed you want to kill the tank first (sometimes), so there will be heals regardless of whether Guard or Forced Targets or something else keeps you from focusing the healer first.

savionen's Avatar


savionen
01.23.2012 , 04:21 PM | #216
Quote: Originally Posted by yukirshiro View Post
Uh, you might want to re-read what you just wrote because you look like a complete fool.

My suggestion had nothing to do with the 5% reduction and everything to do with how to change the soul link.

If you think that proves I don't know how guard works you just can't read.

To illustrate the suggestion with an example:

Current system:

Healer takes 5k hit. When guarded, healer takes a little less than 2.5k, tank takes 2.5k.

Under my suggestion:

Healer takes 5k hit. When guarded, healer takes about 3.75k, tank takes 2.5k.
That makes no sense, so you get bonus damage when you hit somebody that is guarded? That means that guard would completely worthless, all it would do at all would be that it slightly reduces how long it takes to kill a healer. It would be pointless in any sort of competitive play.

If it was tank/healer vs tank/healer, know who would win? The one that doesn't use Guard.

AusetMuta's Avatar


AusetMuta
01.23.2012 , 04:21 PM | #217
Quote: Originally Posted by yukirshiro View Post

To illustrate the suggestion with an example:

Current system:

Healer takes 5k hit. When guarded, healer takes a little less than 2.5k, tank takes 2.5k.

Under my suggestion:

Healer takes 5k hit. When guarded, healer takes about 3.75k, tank takes 2.5k.

From my observations...

Both under the current system and under your suggested system the same rule stands true...

You're a complete moron and have no idea *** you're even talking about

Lazorous's Avatar


Lazorous
01.23.2012 , 04:23 PM | #218
Quote: Originally Posted by yukirshiro View Post
You really can't read, can you?

I was answering your question, not remarking on the current state of guard. We've just spent 20 minutes talking about counters to guard which all involve either bursting down the tank or getting the tank outside 15 yards so you can burst the healer.
I can read just fine. You however, have difficulty remembering what you write. I'll demonstrate in bold the times you felt you need to take down the Tank 100% of the time, because of these situations.

Quote: Originally Posted by yukirshiro View Post
Not at all. My suggestions about improving active tanking are all aimed at making the tank better at mitigating damage on others.

If you mean I don't like a system where you 100% have to kill the tank before the guarded player 100% of the time then yeah, I guess I don't like that system. More tactical options are better than fewer.

A tank's role in PVP should be at stopping others from taking damage through active intervention. I would be happy if taunts actually forced you to target the tank for a period of time, for instance.
Quote: Originally Posted by yukirshiro View Post
I wasn't really making an observation about the current system. You said you wanted me to admit I just wanted to dps the healer. So I answered that question. No, I don't want to make tanks unable to mitigate, but no, I also don't want a situation where you have to kill the tank first 100% of the time either.

MPagano's Avatar


MPagano
01.23.2012 , 04:23 PM | #219
Is this entire thread based on the complaint that a certain mechanic makes gameplay unbalanced when utilized by an organized group against an unorganized one? If that is the case (I'm only saying IF), we would clearly need to make it so that no premade group could queue since the only advantage being used to a tactical advantage is the organization of the team.

I think a ranked system would work better. Smart people can play smart people, dumb people can keep posting complaints.

Baudrillard's Avatar


Baudrillard
01.23.2012 , 04:25 PM | #220
Forget it...