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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 , 04:54 PM | #251
Quote: Originally Posted by Lazorous View Post
See what I did there? I too can spout random speculation without any empirical evidence. You can't prove me wrong.
No, I can't prove you wrong. But what you're saying makes no sense because rejeuvenate has no impact on combat itself.

Guard clearly has a very huge impact on the ability to get a burst dps kill. No matter which path to a kill you choose it's always going to take much longer to get a kill on a tank/healer combo if they're guarding than if they arn't. You can say that's the point of the ability but it's a bad mechanic to use if what you really want to do is make tanks good at protecting their teammates. Because what it does is overbalance healers in certain situations, which means you need to overbalance burst dps to compensate. But then you get into a bad situation when you don't have guard involved.

Guard is a bad mechanism to use if what they want to do is allow tanks to protect other classes.

MPagano's Avatar


MPagano
01.23.2012 , 04:56 PM | #252
Quote: Originally Posted by yukirshiro View Post
We've been over this 5 times now. The imbalance comes in because you have to choose to either balance around guard or balance without guard.

You can balance numbers to fit any variable. So BW can certainly balance around guard to make burst dps balanced when guard is in the equation. This thread isn't about whether or not they've hit that point.

The problem is that conceptually if you do that the game will not be balanced for situations where you don't have guard.

This is already showing up in a big way in balance decisions. Adrenals and operatives got nerfed because un-guarded solo people were getting blown up by excessive brust dps. The reason that burst dps was there was to be able to break guard. The burst dps wasn't particularly excessive in the context of guard but it was too much for solo people.

As long as BW tries to balance for both groups it will fail. Guard changes the burst dps balance equation too much.
I understand the way you've reasoned through it, I just don't understand how so many people are engaging in a nonsensical discussion like this one.

For example, why should the game be balanced for any scenario other than the one where guard is present? The game isn't balanced for group situations without healers because we all know that would be silly- there are healers.

PvP is balanced in a way that assumed that guard will be available. Whether or not someone actually does that doesn't matter.

Quote:
This is already showing up in a big way in balance decisions. Adrenals and operatives got nerfed because un-guarded solo people were getting blown up by excessive brust dps. The reason that burst dps was there was to be able to break guard. The burst dps wasn't particularly excessive in the context of guard but it was too much for solo people.
Did BW say that they re-evaluated adrenals and concealment Ops because of situations where no one was guarded? I haven't seen that comment, but I certainly haven't read every single BW statement. Could you link?

I don't know that the burst dps was scaled such that guard could be "broken" or burned through. That doesn't seem to make any sense from a balance perspective. If you implement a mechanism, you provide people subjected to the mechanism with means to counter it themselves. You don't simply scale the other things in a way that overrides that advantage.

For example, healing is a tactical mechanism. To counter this mechanism, BW doesn't give people more damage to just diminish or overwrite the advantage first offered through healing- that doesn't make sense. You provide players with interrupts and CCs to stop heals. This still allows for a dynamic interaction relying on the players undrestanding of mechanics and their actual participation (I won't run around interrupting people, I'll just wait for a heal and interrupt that).

In PvP, guard (and the tank in general) is a very tactical and supportive role. It creates an advantage for the group using guard and taunts. For this reason, the opposition must counter-strategize a way to a) take away that tactical advantage or b) gain their own tactical advantage to offset. Providing players with more damage in a proportion that would overwrite any benefit from guard makes guard pointless.

I'm not sure if that addresses what you're saying. But as many are poitning out in this thread, just because something makes your strategy of target and burn ineffective doesn't mean that the game is being balanced incorrectly or that this mechanism is screwing things up. One thing that helps me defeat classes and groups that seem impossible is to roll one! Nothing makes you understand a class better than getting your face rolled as one, haha.

Blasphemerr's Avatar


Blasphemerr
01.23.2012 , 04:56 PM | #253
Quote: Originally Posted by Freewareplayer View Post
Commando/Merc Healer with a Powertech/Vanguard protecting them. Its not fine, no matter how much you wanna call teamwork into it.

People suggest focussing the tank first, great. I think theres about 999 topics about how tanks walk from one side of huttball to the other when they get healed, without dying. Yeh, go ahead and focus him.

If a team has 2 healers and 2 bodyguard tanks, with the rest dps, **** will not die in this current state. You cannot Queue with 8 people so dont even try to argue teamwork. There is a max of 4 people doing teamwork at the moment. Lets say 3 of those are dps, gg you cant focus down a guarded merc healer with 3 people, and neither can you focus down a healed tank with 3 dps., they will outheal you till their dps dug you a couple of graves, while taking coffee brakes.

And no it doesnt require teamwork from the other side to put guard on a healer and stay next to him.

How fun, Void star without breaking a single door on either side.
I imagine because you wrote it, you understand that you just suggested we nerf people, because warzones are random. You're a clever, clever boy.
Something pretentious.

ErnieVega's Avatar


ErnieVega
01.23.2012 , 04:57 PM | #254
There is nothing stopping pug groups from using guard effectively. This is an MMO, try talking with the group before the match starts, ask one of the tanks for a guard if you think its so important.
The Initiative
Vrook Lamar

Dorkfrey's Avatar


Dorkfrey
01.23.2012 , 04:57 PM | #255
Quote: Originally Posted by yukirshiro View Post
Guard is a passive ability. It isn't used as an alternative to anything else. It's a binary condition and stacks with all those other things, primarily healing. When you throw in guard what was otherwise a good dps/healing balance becomes unbalanced if you rebalance to incorporate guard's effects.
And - when you read what's here, and between the lines - that basically - you're being whiny because you've tried to derp down a healer who was guarded and you died. Therefore it needs a nerf. Because you can't adapt to it.

We get it. You need Bioware to pander to the lowest common denominator - YOU - because you cannot adapt to people rolling in PvP with a tank, that guess what - IS TANKING.

What is the definition of a tank. In short. What does it actually boil down to.

I can tell you, because I've been one for decades, back to MUD's.

It means: Someone who takes the hits in place of others.

Now - once you get your 4x2 (short planks), around that very basic notion, get - that, in PvP - people can choose to attack other targets. THE WHOLE PURPOSE OF BEING A TANK IS PROVIDE REASON NOT TO ATTACK OTHER TARGETS. In this: Guard functions perfectly. It mitigates very little damage to be honest, and without the taunts/debuffs to back it up - it makes very little impact to anything (as I know from firsthand experience due to being CC'd as they bursted MY healer that I was guarding). We both died very quickly.

Gosh golly. How does that work? Bit of smarts used by the enemy. Something you are clearly devoid of.

We get it, you don't like the soul link attribute. You cannot adapt to it. Now, you've stated your whining drivel, move on. Go QQ more about Operative Nerfs.

FalmeseReb's Avatar


FalmeseReb
01.23.2012 , 04:59 PM | #256
Lol, or you could just leave Scoundrels burst in tact and guard is more balanced?

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:00 PM | #257
Quote: Originally Posted by MPagano View Post
For example, why should the game be balanced for any scenario other than the one where guard is present? ....

Did BW say that they re-evaluated adrenals and concealment Ops because of situations where no one was guarded? I haven't seen that comment, but I certainly haven't read every single BW statement. Could you link?

....

I don't know that the burst dps was scaled such that guard could be "broken" or burned through.

1. Because in a lot of situations guard isn't present. If BW really wants to come out and state "the game is only balanced if you have a guarded healer on your team, otherwise don't complain when you get blown up too fast" they can do that but I doubt it'd be good for their subscription numbers.

2. None of the whine threads were ever by guarded people. We had a months straight of 5 "nerf ops!" threads a day and I dare you to find a single one by a healer/tank guard duo. The nerfs were clearly prompted by whines which were prompted by being blown up solo in 3 seconds.

3. Breaking the guard doesn't mean burning through. It means CCing the healer or getting the tank outside 15 yards. The point is it requires more burst dps to do this than it would if guard didn't exist. Because when guard does exist as soon as guard goes back up your dps goes below the healer's ability to heal it again.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:02 PM | #258
Quote: Originally Posted by Dorkfrey View Post
And - when you read what's here, and between the lines - that basically - you're being whiny because you've tried to derp down a healer who was guarded and you died. Therefore it needs a nerf. Because you can't adapt to it.
This is why I say you're not very good at reading. As you've already demonstrated in this thread several times.

The changes I've discussed in this thread would actually make it much harder for a single player to derp down a healer a tank is protecting, not easier. But you'll go on ignoring that because it's all you can do.

Blasphemerr's Avatar


Blasphemerr
01.23.2012 , 05:03 PM | #259
The second most funny-idea in this thread is the idea that people are suggesting you burn the guarding tank down first. Guard is not your issue, as it stands currently, your brain is.
Something pretentious.

Lazorous's Avatar


Lazorous
01.23.2012 , 05:04 PM | #260
Quote: Originally Posted by yukirshiro View Post
No, I can't prove you wrong. But what you're saying makes no sense because rejeuvenate has no impact on combat itself.

Guard clearly has a very huge impact on the ability to get a burst dps kill. No matter which path to a kill you choose it's always going to take much longer to get a kill on a tank/healer combo if they're guarding than if they arn't. You can say that's the point of the ability but it's a bad mechanic to use if what you really want to do is make tanks good at protecting their teammates. Because what it does is overbalance healers in certain situations, which means you need to overbalance burst dps to compensate. But then you get into a bad situation when you don't have guard involved.

Guard is a bad mechanism to use if what they want to do is allow tanks to protect other classes.
How is Rejuvenate not have an impact on combat? What are you smoking? A heal has no impact on combat??

Force Armor also has a huge impact to get a burst kill.

So does Taunt

So does armor decreasing abilities

So does Stim Packs and PvP pots

So does other Oh Crap abilities that mitigate dmg.

There's countless other abilities that contribute to, or against, burst dmg. So why is it that Guard is the ONLY thing that would affect everything?

Again, just because you "THINK" so, doesn't make it so. You're basing Guard as though it will always be 100% on every healer, which it is not.