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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

RobNightfall's Avatar


RobNightfall
01.23.2012 , 05:16 PM | #271
Quote: Originally Posted by Blasphemerr View Post
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.
Lol this is true enough. You want to kill me, focus the guy I'm guarding and send someone with lots of CC or your tank over to keep me busy. Even though the guy directly attacking me is usually someone I can ignore, the guy burning through the healer is doing damage to me as well and usually by the bucket-load. I get my Paladin warzone medal for staying alive through 10k damage, and then the guy keeping me busy hits me once and down I go. The trick is to coordinate your tactics. If someone is guarded, find the tank and apply pressure to the guarded healer and distraction to the tank. This works, every time. If your team is not coordinated enough to pull it off, then throw a CC on the guarded person and make your escape. Not everyone will be guarded, so chew through them and then mob the healer + guard combo with everyone.
Edited because the devs appear to have fixed at least 80% of the crap that was pissing me off.

Lazorous's Avatar


Lazorous
01.23.2012 , 05:18 PM | #272
Quote: Originally Posted by yukirshiro View Post
I thought you were talking about the out of combat rest ability. If you're talking about a heal, one heal is much like another heal and all heals have an opportunity cost they are balanced around anyway.

Totally different situation from a passive ability with no opportunity cost.
I'm referring to one of the HoTs. There's a ton of different healing names for all the classes, so it's one of the hots.

Regardless, the point is, I can claim one HoT ability is cause for all the burst balancing. There is no evidence for it, but i claim that it is true. You can't disprove it, regardless what you say. You only believe what you want to believe, right? This is prime example of that.

Bejita's Avatar


Bejita
01.23.2012 , 05:19 PM | #273
even in pugs i will put guard on some random healer and tank 4 of the enemy team, get like 3 instant medals on top of my damage medals, totall 10+ medals when everyone else is 4-7 lol

Kelticfury's Avatar


Kelticfury
01.23.2012 , 05:19 PM | #274
Quote: Originally Posted by RobNightfall View Post
Lol this is true enough. You want to kill me, focus the guy I'm guarding and send someone with lots of CC or your tank over to keep me busy. Even though the guy directly attacking me is usually someone I can ignore, the guy burning through the healer is doing damage to me as well and usually by the bucket-load. I get my Paladin warzone medal for staying alive through 10k damage, and then the guy keeping me busy hits me once and down I go. The trick is to coordinate your tactics. If someone is guarded, find the tank and apply pressure to the guarded healer and distraction to the tank. This works, every time. If your team is not coordinated enough to pull it off, then throw a CC on the guarded person and make your escape. Not everyone will be guarded, so chew through them and then mob the healer + guard combo with everyone.
nah its pretty easy to mow down the tank with elemental damage, chances are the healer is getting smacked by someone else anyway, unless you are playing against a team full of people that try to 1v1 instead of playing as a team.

Varicite's Avatar


Varicite
01.23.2012 , 05:21 PM | #275
Quote: Originally Posted by yukirshiro View Post
You can still do all the rest of your job as a tank, although obviously you won't be blowing people up quite as fast.
Not being able to do much other than Guard is what I'd call a huge opportunity cost.
Quote: Originally Posted by JayPres View Post
Strap your digital dog to your digital roof and take your ideologies, lovely wife, and sweet little 8yr old girl to a PVE server where you fit best.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:22 PM | #276
Quote: Originally Posted by Lazorous View Post
This is prime example of that.
No it isn't. There's tons of evidence to support guard creating balance problems.

The 30% PVP healing nerf was a direct result of guarded healers not dying ever.

The reason healers are frustrating in pvp without guard is a direct result of how powerful they become WITH guard.

One heal is like every other heal. There is nothing else like guard in the game.

Tuloc's Avatar


Tuloc
01.23.2012 , 05:22 PM | #277
Seriously, OP, your argument is flawed in so many ways. What you are basically saying is, any DPS burst should be able to take out a two man team who is actually working together, how does that make sense? As guard works now, it reduces damage by 5% to the one who is being guarded, and transfers 50 percent of it over to the Tank. Which means, even if you are attacking the healer, you are still doing 95% damage spread between 2 targets.

If a healer is caught alone, can you take him out with a burst 1v1? How about if the tank is caught alone 1v1? Oh wait, you want to be able to go 1v2, kill the healer, then escape out of combat, come back and kill the tank right?

So whats the problem? 5% damage or that you can't take out one person of a two man team in 3 seconds then finish off the other one 6 seconds later all by yourself?

What you and all the other whiners fail to understand is, the game does not revolve around your DPS burst damage class. There are MANY other pvp issues that need to be balanced. And honsetly, you are picking at something that from all intents is working as intended baffles me.

News flash: Healers heal and Tanks take damage, what a novel concept, how does BW come up with this stuff!

Freewareplayer's Avatar


Freewareplayer
01.23.2012 , 05:24 PM | #278
Quote: Originally Posted by Lazorous View Post
Gotta love people like you who like to present very specific scenarios and assume they will always be 100% of the case, and not know how to play them to your advantage. In otherwords, a Nerf post because you need to L2P.

Your post was very vague, and said 999 posts relating to huttball. You didn't exactly go into detail about other warzones, but just gave very specific examples that catered to your rant, but ignores other scenarios.

A bad team is a bad team.

And if you read your post, you're the one crying about something being OP. I never claimed such a thing for any class. Try again.
"specific scenarios":
So a Tank gets harder to kill in huttball than in other Warzones? No? Then its not specific smart guy.

In multiple posts i said, tanks need a general buff, and guard needs a nerf. It cant be that the sole purpose of a class/skill tree is to stand next to a healer. Im not callign for a nerf for tank classes, im calling for a rework.

I talked about Void star for example, and talked about huttbal in sentence, to indicate how hard it is to focus a tank. Obviously you still dont understand. Let me eleborate.

Tanks. Are. Hard. To. Focus.

This is my point. Its general and not related to huttball, do you get it? So to make an "unkillable" healer killable, you need to focus a tank first who is getting healed. great.


Also lol at you and everyone else referring to teamwork.
There is no such thing as a "team" in swtor. Come back with this argument when we got ops groups for pvp, k thx bye.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:27 PM | #279
Quote: Originally Posted by Varicite View Post
Not being able to do much other than Guard is what I'd call a huge opportunity cost.
Maybe if you're a jugg guarding a healer from solely ranged dps.

But that's looking at it the wrong way anyhow. Guard has no opportunity cost for the person being guarded. It just makes them vastly better. Healers have to be balanced to be underpowered on their own because with guard they become vastly more powerful.

It's just a bad mechanic all around. It isn't fun for the tank, it's passive rather than active, it unbalances dps/healing.

It wouldn't be hard to improve active PVP tanking so you wouldn't need a crutch like guard, along with all the problems it brings.

Lazorous's Avatar


Lazorous
01.23.2012 , 05:27 PM | #280
Quote: Originally Posted by Freewareplayer View Post
In multiple posts i said, tanks need a general buff, and guard needs a nerf. It cant be that the sole purpose of a class/skill tree is to stand next to a healer. Im not callign for a nerf for tank classes, im calling for a rework.

I talked about Void star for example, and talked about huttbal in sentence, to indicate how hard it is to focus a tank. Obviously you still dont understand. Let me eleborate.

Tanks. Are. Hard. To. Focus.

This is my point. Its general and not related to huttball, do you get it? So a to make an "unkillable" healer killable, you need to focus a tank first who is getting healed. great.


Also lol at you and everyone else referring to teamwork.
There is no such thing as a "team" in swtor. Come back with this argument when we got ops groups for pvp, k thx bye.
Sorry to hear you don't have friends, or are anti social.

When I team up with 2 or 3 of my friends, that becomes team work, and it makes a huge difference. If you're not aware of this, then you have no experience in a team oriented game. And without said experience, you have little weight in your ideas. Bye.