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Guard needs to be on a CD

STAR WARS: The Old Republic > English > PvP
Guard needs to be on a CD

MK-ULTRA's Avatar


MK-ULTRA
09.27.2019 , 12:57 PM | #81
Doesn't guard break if they are not within 15 meters or something? Should not be too hard to split this unstoppable tank/healer combo apart.
The galaxy is flat.

Zurules's Avatar


Zurules
09.27.2019 , 02:42 PM | #82
Quote: Originally Posted by MK-ULTRA View Post
Doesn't guard break if they are not within 15 meters or something? Should not be too hard to split this unstoppable tank/healer combo apart.
guard does not "break", you must be within 10m of the person you are guarding to take the 50% damage from them. If you are at 10.01m , it does nothing but prevent another teammate from guarding that same person.
All Galaxy Hybrid-Clicker Shadow

SOULCASTER's Avatar


SOULCASTER
10.07.2019 , 04:05 PM | #83
EDIT:
I actually typed out a thoughtful lengthy reply...but then I made the mistake of going back and reading the prior several pages to this thread.

There is a lot of nonsense and hate in this thread, jesus. I'm just going to edit this and walk away.

Lhancelot's Avatar


Lhancelot
10.10.2019 , 09:38 AM | #84
I finally got to group with a competent player who on a tank jugg topped the dps charts as well as protection. His gameplay also enabled me to regularly pump out 8k or higher HPS, and this was in regs WZs.

I guess I can see how some people would find this unfair, where a role played well can actually improve the gameplay of their teammates significantly but this type of player is a rarity especially in regs.

Anyway, I don't think it's fair to want class roles gimped just because some players are capable of getting everything out of the class.

I mean if you dumb down the game, and make it so the ceiling of performance is so low everyone does equally well, then you have nothing to offer the highly skilled players and the game becomes a boring snoozefest with no dynamic gameplay.

Long story short, bads need to get good if they don't like certain roles being capable of dynamic gameplay. The way tanks operate in PVP right now hardly constitutes a need to be nerfed in anyway.
TRUE
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
FALSE
Quote: Originally Posted by olagatonjedi View Post
As I detailed in another thread, RNG give the players more control over their gearing.

KendraP's Avatar


KendraP
10.10.2019 , 12:22 PM | #85
Quote: Originally Posted by Lhancelot View Post
I finally got to group with a competent player who on a tank jugg topped the dps charts as well as protection. His gameplay also enabled me to regularly pump out 8k or higher HPS, and this was in regs WZs.
The only times I have ever done this are in reg WZs, usually prolonged matches, usually with dps who are busy running objectives or are just bad, and guaranteed it was back when I ran a skank before the crit/shield changes.

Quote:
I guess I can see how some people would find this unfair, where a role played well can actually improve the gameplay of their teammates significantly but this type of player is a rarity especially in regs.
Isn't that kind if the point of running a tank or healer? If your dps weren't better off because we there to heal or protect them, why would we exist at all? Just like you live longer with a healer to heal you, you should live longer with a tank to protect you. That's the fundamental principle of the trilogy.