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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

Dorkfrey's Avatar


Dorkfrey
01.23.2012 , 05:28 PM | #281
Quote: Originally Posted by yukirshiro View Post
That's not an opportunity cost. It doesn't come at the cost of doing something else. If your GCD got reset every time you guarded or if guard was active and disabled your ability to do anything else while active that would be an opportunity cost.

There is a small opportunity cost in that you have to be in defensive stance to use it. But because this game is really easy and doesn't stance-code anything it isn't that much of a cost. 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.
You do get that a tanks TRADE OFF for being able to do any of this, is doing a fraction of a DD's damage right?

I can't use it in Shadow Stance or Force Stance. Only Combat (which is the tanking stance) - or whatever the form is on my Guardian (I don't play him so much :P)

I mean, if I'll have a BUSY game in Alderaan, end up Immortal, kicking all the arse, and not dying - due to a *REALLY* good team setup, and at the end of it I'll come out with barely 100k damage (tops I think I've EVER made was around 120k - that is AN OPPORTUNITY COST). My healer in this scenario, will end up with ~250-300k healing and around ~50-80k damage himself, and the DD's in the party will be doing around 300-400K damage each. For 50-90k damage shielded. That's the sum total of how much guard did - when they derp down the healer. Still less that half the damage of a decent DD at this level.

There's a massive cost to this, and it's that I'm not DAMAGE DEALING. I'd do VASTLY more if I was a DD, but I'm not, I'm a tank. My role is to take the hits for others, and I do that well. Don't whine because you can't get your head around how the mechanic works.

When you next see a tank/healer combo working, and working well - look at the scores at the end. That's your "opportunity" cost. I sacrifice damage, and a LOT of it, to get control. That's the point of a tank, and that's where your rant lies. You can't just do what you want, as you always have, because the rules are different when you have a proper tank who knows how to tank.

Try playing a tank mate. Roll one up and level with it. Learn to tank. Then come back and say - "Guard's OP." Because clearly, you don't have the first iota of knowledge of tanking (outside of probably WoW, and that - in it's latest stages was never "tanking").

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:29 PM | #282
Quote: Originally Posted by Tuloc View Post
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?
That would be a pretty silly argument if it were being made. Thank you for your contribution to the thread. May I suggest brushing up on your reading comprehension?

Freewareplayer's Avatar


Freewareplayer
01.23.2012 , 05:29 PM | #283
Quote: Originally Posted by Lazorous View Post
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.
this had 0 arguments in it, and you try to attack me personal instead.

yes you certainly know how to do arguments on the internet.

Lazorous's Avatar


Lazorous
01.23.2012 , 05:30 PM | #284
Quote: Originally Posted by yukirshiro View Post
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.
You say there's tons of evidence, so where is it?

Where is the evidence that 30% PvP healing nerf was the direct result of Guard? Go on. Because I can easily just say it was the result of their heals. You can't prove otherwise.

People's opinions of why they die is NOT evidence.

It's a good thing you're not a lawyer. You would completely fail at presenting a proper case to the Jury.

Lazorous's Avatar


Lazorous
01.23.2012 , 05:31 PM | #285
Quote: Originally Posted by Freewareplayer View Post
this had 0 arguments in it, and you try to attack me personal instead.

yes you certainly know how to do arguments on the internet.
You argued there is no team work. I just pointed out there is, and the reason why you perhaps have not seen it. Not sure why that was so difficult for you to understand. Oh well.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 05:36 PM | #286
Quote: Originally Posted by Dorkfrey View Post
There's a massive cost to this, and it's that I'm not DAMAGE DEALING. I'd do VASTLY more if I was a DD.
And the rest of your team would do vastly less because they'd be dead a lot more. That isn't really an opportunity cost.

What I mean by an opportunity cost is when you cast a heal it takes X seconds and costs Y resource. If you choose to do that you're using time and resources you could be using to do something else.

Guard has no such cost. It's just a passive add-on. And the add-on goes to another player, not yourself, so it can't be balanced by making you gimper. At least not directly.

Incidentally, the numbers on the scoreboard really mean nothing. If one of your dps is doing 400k dps a warzone and killing no one it isn't doing you much good. This is essentially the problem with guard in a nutshell. Guard doesn't significantly reduce damage numbers but it does stop people from dying, which skews the existing healing/dps balance out of whack one way or the other.

PVP tanking should be refocused on mitigating damage to others, not on a crude soul-link.

Tuloc's Avatar


Tuloc
01.23.2012 , 05:37 PM | #287
Quote: Originally Posted by yukirshiro View Post
That would be a pretty silly argument if it were being made. Thank you for your contribution to the thread. May I suggest brushing up on your reading comprehension?
Or maybe you should brush up on your argument. Your argument is that BW needs to balance burst damage with either the assumption that guard is either present or not right? For guard to be present, it needs 2 people. And since you are arguing about burst damage, you are talking about a DPS's ability to dish out a high amount of dps to a target to kill him quickly. Let me know what I got wrong?

Dorkfrey's Avatar


Dorkfrey
01.23.2012 , 05:37 PM | #288
Quote: Originally Posted by Lazorous View Post
You argued there is no team work. I just pointed out there is, and the reason why you perhaps have not seen it. Not sure why that was so difficult for you to understand. Oh well.
We're probably wasting energy trying to enlighten them.

Trying to explain tanking/healing/supporting roles/team play/or team synergy to pew pewers is like - trying to take a leak into a desert to get it to bloom into a Garden of Eden.

It's like - explaining to a child, the concept of time. You can have a piece of chocolate now, or a bar of chocolate tonight when you get home. They 99% of the time, will take the piece of chocolate NOW, and then feel upset that they can't have the bar later.

You take two roles, that are supporting roles. Not the "stars of the show" - and mix them together, and they form a wonderful chorus. We'll never be the pew pewers. But - people know if we sing out of key.

Freewareplayer's Avatar


Freewareplayer
01.23.2012 , 05:39 PM | #289
Quote: Originally Posted by Lazorous View Post
You argued there is no team work. I just pointed out there is, and the reason why you perhaps have not seen it. Not sure why that was so difficult for you to understand. Oh well.
There are no teams in swtor. Is that so hard to understand? At max there is 2x 4 people working together, thats still not optimal teamwork.

I want to see you play for example a CS war with 3 people on one ts and 2 on another. Thats far from perfect Teamwork.

If half of the team doesnt know each other, and cant communicate over Voice programms, thats not teamwork. If you ever played a game that relied on your whole team communicating with each other, you wouldnt claim that "teamwork" is leaving half of your team out of those comms.

And again, i want to see 3 dps take down a tank or a guarded healer in a team with 2 healers (thats assuming your 4 man premade has 3 dps).

ColeWorld's Avatar


ColeWorld
01.23.2012 , 05:41 PM | #290
Well you see the thing is Guard + Healing doesn't need any fixing whatsoever.



The point of a tank you ask?


To soak up damage for their teammates



What does guard do?



Soak up damage for their teammates.



Tanks do abysmal damage otherwise. But they have large HP pulls and techniques to mitigate damage (Despite the Sorc going through armor rumor which is just that, a rumor. I wish my lightning went through armor).

Healers have lower health and lower damage but at the same time can restore life to themselves and their teammates.



What happens when two complimentary skill sets get together? They make a good combination. You shouldn't be able to just lolburst a healer and tank and beat it.


The game may be balanced for one or the other but regardless it doesn't matter. I have no problem killing a healer or a tank separately. When they're together they pose more of a challenge, only someone who doesn't grasp basic mathematics would would go against both of them by his or her lonesome. The game is balanced around group play anyways.
Aint nothin between us but air and opportunity, so what you gonna do with it?