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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

rlhaas's Avatar


rlhaas
01.23.2012 , 06:37 PM | #301
Quote: Originally Posted by VertisReaper View Post
I'm telling you from experience it's a non-issue. You can keep blowing hot air if you want, but BW won't change guard. When I stop dropping tanks in 4 seconds through coordinated focus fire, I'll start complaining about guard.
Okay, okay. You're only PROVING the original poster's point. Is anybody reading? The original poster went through the process of explaining that guard *shouldn't* be a mechanic that makes it *mandatory* to attack one target (specifically, the tank) only because he's guarding a more important target (ball carrier, door buster, healer, etc). While you and at least two other teammates are bursting down the tank, the guy he's guarding is finishing his objectives and still not taking damage due to guard. Does that make it overpowered? No. Should Guard be looked at if Bioware's intention is to tone down burst (I'm assuming Operatives aren't going to be the only class Bioware 'brings in line' as far as burst goes)? Yes.
'Admit it, the internet is a glorified hate machine that will never stop,'.

KiranK's Avatar


KiranK
01.23.2012 , 06:39 PM | #302
Quote: Originally Posted by rlhaas View Post
Okay, okay. You're only PROVING the original poster's point. Is anybody reading? The original poster went through the process of explaining that guard *shouldn't* be a mechanic that makes it *mandatory* to attack one target (specifically, the tank) only because he's guarding a more important target (ball carrier, door buster, healer, etc). While you and at least two other teammates are bursting down the tank, the guy he's guarding is finishing his objectives and still not taking damage due to guard. Does that make it overpowered? No. Should Guard be looked at if Bioware's intention is to tone down burst (I'm assuming Operatives aren't going to be the only class Bioware 'brings in line' as far as burst goes)? Yes.
Oh noes, tanks are useful. The sky is falling. So what? We should nerf guard so that tanks are no longer a viable PvP option? Oh yea, that'll make everyone happy. Sorry if every class having a role in PvP hurts your feelings. If you want damage and healing only, you know which game to go to. Starts with a "W'.
There's no QQing in baseball.

Revanmug's Avatar


Revanmug
01.23.2012 , 07:11 PM | #303
Quote: Originally Posted by rlhaas View Post
Okay, okay. You're only PROVING the original poster's point. Is anybody reading? The original poster went through the process of explaining that guard *shouldn't* be a mechanic that makes it *mandatory* to attack one target (specifically, the tank) only because he's guarding a more important target (ball carrier, door buster, healer, etc). While you and at least two other teammates are bursting down the tank, the guy he's guarding is finishing his objectives and still not taking damage due to guard. Does that make it overpowered? No. Should Guard be looked at if Bioware's intention is to tone down burst (I'm assuming Operatives aren't going to be the only class Bioware 'brings in line' as far as burst goes)? Yes.
Are you really that stupid?
Ball carrier... huh Them firetrap will pretty much kill both player... Knockback, cc?!?! wait what? Actually, your "tank" is probably carrying the ball and flying all around at the speed of light.
Door buster?!?!?! wwaaaaaatttt? dot him once and he is done? AoE the area for the few second before it explode/before they plant/capture?! What is stoping you from doing that?
Healer?! Reading this thread must be hard, too hard.

Those reasons and just plain stupid and you should be ashame of yourself.

Tuloc's Avatar


Tuloc
01.23.2012 , 07:21 PM | #304
Quote: Originally Posted by rlhaas View Post
Okay, okay. You're only PROVING the original poster's point. Is anybody reading? The original poster went through the process of explaining that guard *shouldn't* be a mechanic that makes it *mandatory* to attack one target (specifically, the tank) only because he's guarding a more important target (ball carrier, door buster, healer, etc). While you and at least two other teammates are bursting down the tank, the guy he's guarding is finishing his objectives and still not taking damage due to guard. Does that make it overpowered? No. Should Guard be looked at if Bioware's intention is to tone down burst (I'm assuming Operatives aren't going to be the only class Bioware 'brings in line' as far as burst goes)? Yes.
Wow... just wow. Not taking damage? Are we even in the same conversation here? Do you even know what guard does?

rlhaas's Avatar


rlhaas
01.23.2012 , 07:21 PM | #305
Quote: Originally Posted by KiranK View Post
Oh noes, tanks are useful. The sky is falling. So what? We should nerf guard so that tanks are no longer a viable PvP option? Oh yea, that'll make everyone happy. Sorry if every class having a role in PvP hurts your feelings. If you want damage and healing only, you know which game to go to. Starts with a "W'.
I have no idea how the original poster put up with 30 pages of responses like this, haha. You did exactly what every other fearful and over-reactive tank has done in this thread: didn't even try to comprehend through reading. Where in that little quote there did I say I didn't want tanks to be viable? Oh that's right, nowhere. Where in that little quote there did I say classes having a role 'hurt my feelings'?! Honestly, I have no idea where you're coming from other than 'LEAVE MY TANK ALONE *TEARS TEARS*,'. Please do not bother quoting my posts if you don't want to at least discuss what was actually in them....and that tripe from you I'm quoting above certainly wasn't in my post.

If all you're doing in PvP is using Guard, than not only are you doing it wrong, but you are a SUPER, DUPER BADDIE. Period. I LOVE tanks. That doesn't mean that I don't think OP has a point when it comes to one mechanic NEEDING to be balanced around when there's no good way to do it properly. Balance without Guard in mind? Unkillable targets. Balance with Guard in mind? Wayyyyy too much DPS floating around when a target isn't guarded. Or you could be like every other bad tank in this thread and just suggest that you switch tactics even as Bioware continually lowers damage but keeps Guard the same. After all, wouldn't want you one trick tanks to have nothing to do in PvP *ROLLEY EYES*.

I mean I just love it guys. The guy says, 'Guard's one of those mechanics that's way too hard to continually balance for (and even gives multiple examples in other games) because the pendulum swings too far to one side or another either way you slice it. Perhaps Bioware could come up with a way for tanks to have a more active role in PvP and divvy up mitigation talents through other means, thereby making tanks better,' and people like this guy I quoted don't read the post, don't comprehend what he's saying and then spew out garbage like this guy did to me.
'Admit it, the internet is a glorified hate machine that will never stop,'.

rlhaas's Avatar


rlhaas
01.23.2012 , 07:23 PM | #306
Quote: Originally Posted by Tuloc View Post
Wow... just wow. Not taking damage? Are we even in the same conversation here? Do you even know what guard does?
Guard ability lets you select an ally and cast this ability on him. This will “link” their health to the tank’s and 50% of all damage the “guarded” character receives is damaging the tank instead. My mistake brosephus!
'Admit it, the internet is a glorified hate machine that will never stop,'.

RealAeiouy's Avatar


RealAeiouy
01.23.2012 , 07:24 PM | #307
It is because the op is wrong and doesn't know what he is talking about.
I put the AssAssIn assassin.

Phixler's Avatar


Phixler
01.23.2012 , 07:33 PM | #308
Quote: Originally Posted by yukirshiro View Post
Not when you rebalance things accordingly.

The point is that this isn't about Guard being too powerful in 1.1. The point is that guard is too game-changing period. It is so game-changing that you have to balance with guard in mind and unbalance the rest of the game, or balance without guard in mind and unbalance guard.

For the health of the overall PVP game PVP tanking needs to be changed to more active, pinpoint mitigation rather than a flat passive 50% soul link.

If you want to call that a guard "nerf" you can I guess but it just shows you arn't really thinking about the bigger picture. The intent is not to make tanks less viable in PVP, the intent is to lessen the impact of an ability which changes the balance calculus much too much.
Lol rookie.

Guarding is one of the most active protection roles in the game. You don't just put it on one person and run around and forget about it....if you do, you are bad.

Guard swapping is very active and requires you to almost play like a healer in terms of watching who is getting focused and who needs protection.

The change in 1.1 that makes guard activate without having to de-activate actually promotes more active play because it's easier to swap your guard.

All you WoW kids need to expand your horizons. Welcome to PVP where not every class needs to burst/pillar hump to be effective.

SajPl's Avatar


SajPl
01.23.2012 , 07:36 PM | #309
Guard is fine. I often find myself being paralyzed - enemy players takes turns doing it, they kill off my tank which I cant be healing, they kill me, end of story. If youre saing the problem is taking on two guys, well then its a problem ...

Dorkfrey's Avatar


Dorkfrey
01.23.2012 , 07:46 PM | #310
Quote: Originally Posted by rlhaas View Post
I have no idea how the original poster put up with 30 pages of responses like this, haha. You did exactly what every other fearful and over-reactive tank has done in this thread: didn't even try to comprehend through reading. Where in that little quote there did I say I didn't want tanks to be viable? Oh that's right, nowhere. Where in that little quote there did I say classes having a role 'hurt my feelings'?! Honestly, I have no idea where you're coming from other than 'LEAVE MY TANK ALONE *TEARS TEARS*,'. Please do not bother quoting my posts if you don't want to at least discuss what was actually in them....and that tripe from you I'm quoting above certainly wasn't in my post.

If all you're doing in PvP is using Guard, than not only are you doing it wrong, but you are a SUPER, DUPER BADDIE. Period. I LOVE tanks. That doesn't mean that I don't think OP has a point when it comes to one mechanic NEEDING to be balanced around when there's no good way to do it properly. Balance without Guard in mind? Unkillable targets. Balance with Guard in mind? Wayyyyy too much DPS floating around when a target isn't guarded. Or you could be like every other bad tank in this thread and just suggest that you switch tactics even as Bioware continually lowers damage but keeps Guard the same. After all, wouldn't want you one trick tanks to have nothing to do in PvP *ROLLEY EYES*.

I mean I just love it guys. The guy says, 'Guard's one of those mechanics that's way too hard to continually balance for (and even gives multiple examples in other games) because the pendulum swings too far to one side or another either way you slice it. Perhaps Bioware could come up with a way for tanks to have a more active role in PvP and divvy up mitigation talents through other means, thereby making tanks better,' and people like this guy I quoted don't read the post, don't comprehend what he's saying and then spew out garbage like this guy did to me.
Quickie question for you:

What's the main Class nerf been to?

If I'm not sorely mistaken, is Op/Scoundrel.

These guys, if I recall correctly - and I may not - but I think do, were - stealthers, who waited for a stray puppy to wander too far from the pack, pop out of stealth after CC'ing it, and blow their respective loads on said lonesome puppy.

In a matter of a few GCD's.

What the person you responded to first, was referring to - wasn't a bit of burst, but sustained/coordinated fire (is that old teamwork notion again - which the OP clearly can't comprehend). Which - Guard doesn't stop (AoE taunts and debuffs - that's another story - but now we're getting into the realms of theorycrafting fights). And does spread the damage around so the healer has to either heal two targets, or - risk one or other being in a position of vulnerability to burst (even post nerf).

I'm probably one of those superbaddie tanks you're talking about - since I don't leave combat techniques, ever. I use it to apply debuffs to try and ensure the survival of my "team". As a penalty - I don't do much damage.

Truthfully - I don't think it needs to be nerfed. Without "teamwork" Guard is pointless and risky. With "teamwork" it's a good thing, but not an automatic I WIN button. We've had some people in this thread state that while everyone's health is 15k, but with guard is becomes 120k health. They claim this as a fact too.

OP Boy, wants to make it, so that Guard gives the damage dealer a MULTIPLIER on his damage. If we want to guard someone, then he starts doing 125% damage. Do you not see the flaw in this plan? What quicker way to get rid of tanks in PvP. Damn, can't have you guarding me, we all take more damage than if I had to heal us all without guard.

And you wonder why tanks are going "He's LOCO."?