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guard needs to be nerfed

STAR WARS: The Old Republic > English > PvP
guard needs to be nerfed

foxmob's Avatar


foxmob
12.19.2012 , 02:08 AM | #11
Quote: Originally Posted by cashogy View Post
guard is fine. learn some tactics
correction: guard is fine. take taunts away from non-tanks.
Krackerjack/Deinon/Antiphon
JC -- Harb -- TEH

UncelSam's Avatar


UncelSam
12.19.2012 , 02:09 AM | #12
The main and largest problem is the crazy uber heals. But if you add the tank guarding to this problem youll have a a HUGE problem in pvp.

And, no, tactics wont help.

cashogy's Avatar


cashogy
12.19.2012 , 02:12 AM | #13
Quote: Originally Posted by foxmob View Post
correction: guard is fine. take taunts away from non-tanks.
id be fine with that
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Loladarulz's Avatar


Loladarulz
12.19.2012 , 02:14 AM | #14
Need here at least 2 good dps who are capable and know how to interrupt healer. And that might not be enough - depending on situation. If soloing pubs you can expect to lose high percentage of games vs tank-healers teams.

Jarfunkz's Avatar


Jarfunkz
12.19.2012 , 02:21 AM | #15
Quote: Originally Posted by cashogy View Post
id be fine with that
and dps away from nondps... heals away from nonhealers... cc's away from not cc specs... take mice away from keyboard turners and keyboards away from people with gamepads and 14 button mice...
VicVega

ArchangelLBC's Avatar


ArchangelLBC
12.19.2012 , 02:27 AM | #16
Guard is about the only thing making tanks viable in PVP. I agree it's stupid strong. It's supposed to be since it's an entirely defensive combo. You can't kill anyone with it. No one worth killing anyway. Not stacking with taunt seems ok though I'll grant you that, but still feels like tanks should get something in return for that. They can't MAKE players stop attacking the healer after all.
In update 2.9 the game will simply uninstall itself for you.

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foxmob's Avatar


foxmob
12.19.2012 , 02:34 AM | #17
Quote: Originally Posted by UncelSam View Post
The main and largest problem is the crazy uber heals. But if you add the tank guarding to this problem youll have a a HUGE problem in pvp.

And, no, tactics wont help.
crosshealing is the only thing that's ever going to keep a focus fired healer up. the guard alone (and the healer's lone heals) is nothing. but having 5 ppl taunting instead of 1 or 2 tanks doesn't help the matter or make sense in the first place.
Krackerjack/Deinon/Antiphon
JC -- Harb -- TEH

swredrage's Avatar


swredrage
12.19.2012 , 02:34 AM | #18
Quote: Originally Posted by foxmob View Post
correction: guard is fine. take taunts away from non-tanks.
yeah, a half decent group of dps rolling taunts is retarded effective.

I've been pay'n attention to the score boards more recently now that i'm play'n a tank AC in dps spec (assasin) and noticed i was beating most tanks in damage reduction. and also noticed that almost NO other assassins where on the board. Also got told a few times it doesn't effect PVP /sigh. between that and people not knowing about self buffs when they're lvl 40+ is enough to drive ya mad.

It stacking with guard Damage reduction with taunt is crazy good, however good group comp and overcome it with CCs fairly easily... bubble stun does make it more of a pain if you get caught in it :-(

madtycoon's Avatar


madtycoon
12.19.2012 , 02:44 AM | #19
The tank design is just a bad idea for pvp. It causes too much of a disparity between damage taken when tanks are around and damage taken when they aren't. Healing in general is weaker than straight damage output, because its assumed that tanks will be around to stop damage.

Guard is a bad mechanic. It makes the skill gap for healers (for example) really small. Instead of utilizing things like line of sight and positioning, guard will most of the time favor players who just stand in the open right next to their tank. It is also way too extreme of a difference from when guard is on someone and when they have no guard. 50% is way too much and it really throws the game into imbalance when guard is not on a player.

The game designers obviously can't increase base damage reduction (for example) with things like 50% guard in the game, because a guarded target would never die. But one of the biggest problems right now is that people take too much damage when taunts and guards aren't around.

Its also dumb that hybrids basically have the same taunting and guarding capability as pure tanks in tanking gear. Why does a focus gaurdian in dps gear have the same taunts as a pure tank guardian in tank gear? I don't want to see taunting removed from hybrids, but a dps guardian should have weaker taunts than the pure tank.

Things like taunt and guard should scale off of maybe a defensive stat in pvp or something. Guard's % should be lowered and it should have a cooldown + duration (forcing tanks to monitor their guards, instead of before a game starts "lol do we have a healer? ok i put guard on you"). Would like to see tanks be compensated with another form of CC. Guardian tanks for example used to have another stun in their tanking tree. That was taken away awhile ago, but something like a disarm or silence mechanic would be great for tanks to stop damage.

foxmob's Avatar


foxmob
12.19.2012 , 03:13 AM | #20
Quote: Originally Posted by madtycoon View Post
Its also dumb that hybrids basically have the same taunting and guarding capability as pure tanks in tanking gear. Why does a focus gaurdian in dps gear have the same taunts as a pure tank guardian in tank gear? I don't want to see taunting removed from hybrids, but a dps guardian should have weaker taunts than the pure tank.
gonna comment on this cuz it's a pet peeve of mine...a focus guardian is not a hybrid. he's a dps all the way. if he were to not spec all the way up focus and go into the tank tree, he'd be a hybrid. yes, there are hybrid ACs. but if you spec, for example, into assault, you're a "pure dps." you have less mitigation/avoidance than a sentinel or a gunslinger (that's right; I said it). the fact that you're allowed to taunt is...kinda stupid in pvp. it did have its uses in EV when you needed a taunt for soa but not a 2nd tank. that's the only reason I can think of for it. should prolly also note that all tank classes also have tank "stances" at the base AC level. I'll normally switch that on during hb on my sin (cuz it's instant; the trooper one takes a sec, and I don't bother with it).
Krackerjack/Deinon/Antiphon
JC -- Harb -- TEH