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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

ComeAndSee's Avatar


ComeAndSee
01.23.2012 , 03:29 PM | #171
You need to learn to splash damage both targets then.

A healer can only heal one target a time so you need to constantly switch between the Tank and Healer. I mean I've had times where I've guarded somebody and have taken 10k damage in a matter of seconds and practically killed myself.

Jansports's Avatar


Jansports
01.23.2012 , 03:29 PM | #172
Quote: Originally Posted by Lazorous View Post
But it is not on 100% of the time. That is only applicable under perfect circumstances and/or you face a very nub team.

I'll give you a real example. As a vanguard I came upon a juggernaut and healer on a node. I see two stealth teammates approaching the healer, but the two are focused on me. I begin my initial burst dmg on the tank then pulled the tank over to me. He's far from Guard range and the stealthies pop and start pounding on the healer. At this time, the tank doesn't realize the healer is getting rap-ed, so he's actually fighting me for a little bit. By the time the tank realizes healer is in danger, healer is at 20% (if not less) and tank is around 60%.

So now the tank runs back and leaps to the healers defense and does a taunt. This delays the healer's death but not by too much longer as we keep interrupting the healer, and now I'm focusing on the healer, adding to the dps (and I'm not taunted). Now since Guard TRANSFERS the dmg over, by the time the healer died, the tank was down to 30% or so, thanks to all that dmg transfer, making him an easy target.

So in that example, I ask you, what is wrong with guard? Because these are real battles that took place, and I've had many similar fights that included me taking the tank out of guard's range.
Winning a 3v2 doesn't make Gaurd not problematic.

This is the problem, Guard is NOT overpowered. It isn't Underpowered. It is simply a factor in the grand scheme of balance. However because its effect is so strong 50% reduced damage, it turns situations where instead of killing 1 player you have to kill two. Let me magnify WHY this is an issue in PvP. Lets say your Operations group can have individual health bars of ~15k each. Or one shared healthbar of ~120k. With Individual bars the person dies when they themselves run out of health. With shared health the full 120k must be depleated at which point the entire group dies at the same time.

Which would you rather have?

In PvP focus fire has always been a strong selling point to communication. Why? The faster you turn a 3v3 into a 3v2 the sooner you have a marked advantage. Guard is an instance where focus fire isn't focused at all anymore.

No other SINGLE ability has so much weight when determining what 'fair' damage and healing values are. Numbers that would be fine are suddenly too low or two high if guard is toggled on or off. In short there is no DPS value that is balanced when guard is present and not present. Thusly damage is going to be either too high for the unguarded or too low against the guarded. Healing is the same way. When Guarded healing through 2 dudes is pretty easy. When alone healing through a single person is stressful. Even though the relative dps is the same healer+tank lasts much longer against 2 dps than Healer vs. 1 dps. Because the health pool given allows for a greater response time.

I Garuntee everyone complaining about Op crits were not guarded. similarly I garuntee every healer complaining pvp healing is pointless was not guarded. Ever single person whining they can't kill a sorc healer was more likely than not hitting a guarded sorc.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 03:30 PM | #173
Quote: Originally Posted by Dorkfrey View Post
Your whole arguements are you've found idiots who don't know how to deal with guard (a damage transferral ability - that lets tanks tank).

GREAT argument there chief.
I have to admit I can't decipher what you are trying to say here. I'm not sure it's because you can't type coherently or because your thought is incoherent itself.

Again, it isn't about being able to deal with guard or not. It's about the mathematical fact that if you balance for people to be able to deal with guard you unbalance situations without guard and vice versa.

EternalFinality's Avatar


EternalFinality
01.23.2012 , 03:32 PM | #174
Guard on geared healers is absolutely ridiculous.

yukirshiro's Avatar


yukirshiro
01.23.2012 , 03:32 PM | #175
Quote: Originally Posted by Jansports View Post
Winning a 3v2 doesn't make Gaurd not problematic.

This is the problem, Guard is NOT overpowered. It isn't Underpowered. It is simply a factor in the grand scheme of balance. However because its effect is so strong 50% reduced damage, it turns situations where instead of killing 1 player you have to kill two. Let me magnify WHY this is an issue in PvP. Lets say your Operations group can have individual health bars of ~15k each. Or one shared healthbar of ~120k. With Individual bars the person dies when they themselves run out of health. With shared health the full 120k must be depleated at which point the entire group dies at the same time.

Which would you rather have?

In PvP focus fire has always been a strong selling point to communication. Why? The faster you turn a 3v3 into a 3v2 the sooner you have a marked advantage. Guard is an instance where focus fire isn't focused at all anymore.

No other SINGLE ability has so much weight when determining what 'fair' damage and healing values are. Numbers that would be fine are suddenly too low or two high if guard is toggled on or off. In short there is no DPS value that is balanced when guard is present and not present. Thusly damage is going to be either too high for the unguarded or too low against the guarded. Healing is the same way. When Guarded healing through 2 dudes is pretty easy. When alone healing through a single person is stressful. Even though the relative dps is the same healer+tank lasts much longer against 2 dps than Healer vs. 1 dps. Because the health pool given allows for a greater response time.

I Garuntee everyone complaining about Op crits were not guarded. similarly I garuntee every healer complaining pvp healing is pointless was not guarded. Ever single person whining they can't kill a sorc healer was more likely than not hitting a guarded sorc.
Someone else who gets it.

Guard is directly driving a huge proportion of the PVP whining on these forums. If you removed guard and shifted to a more active PVP tanking system you could rebalance burst and end up with a situation where there was much less of a disparity one way or the other.

Dorkfrey's Avatar


Dorkfrey
01.23.2012 , 03:33 PM | #176
Quote: Originally Posted by Jansports View Post
Winning a 3v2 doesn't make Gaurd not problematic.

This is the problem, Guard is NOT overpowered. It isn't Underpowered. It is simply a factor in the grand scheme of balance. However because its effect is so strong 50% reduced damage, it turns situations where instead of killing 1 player you have to kill two. Let me magnify WHY this is an issue in PvP. Lets say your Operations group can have individual health bars of ~15k each. Or one shared healthbar of ~120k. With Individual bars the person dies when they themselves run out of health. With shared health the full 120k must be depleated at which point the entire group dies at the same time.

Which would you rather have?

In PvP focus fire has always been a strong selling point to communication. Why? The faster you turn a 3v3 into a 3v2 the sooner you have a marked advantage. Guard is an instance where focus fire isn't focused at all anymore.

No other SINGLE ability has so much weight when determining what 'fair' damage and healing values are. Numbers that would be fine are suddenly too low or two high if guard is toggled on or off. In short there is no DPS value that is balanced when guard is present and not present. Thusly damage is going to be either too high for the unguarded or too low against the guarded. Healing is the same way. When Guarded healing through 2 dudes is pretty easy. When alone healing through a single person is stressful. Even though the relative dps is the same healer+tank lasts much longer against 2 dps than Healer vs. 1 dps. Because the health pool given allows for a greater response time.

I Garuntee everyone complaining about Op crits were not guarded. similarly I garuntee every healer complaining pvp healing is pointless was not guarded. Ever single person whining they can't kill a sorc healer was more likely than not hitting a guarded sorc.
How does guard give you 120k shared health if a tank is sharing a guard with a healer?

And yes - the tank/healer combo will last VASTLY longer, due to taunts, debuffs, and finally guard - but guard only gives a 5% reduction. It just transfers a lot of damage to the tank. It doesn't give them 8x health modifier. It just means - that when you focus the "healer" if you're taunted (which should be a lot), you won't be doing as much to the healer - which, OMG IS HOW A TANK SHOULD WORK.

And when in a good game, I might only get 100k damage, but 90k guarded, this is the "TRADE" off.

Lazorous's Avatar


Lazorous
01.23.2012 , 03:34 PM | #177
Quote: Originally Posted by yukirshiro View Post
Lol. Balance doesn't happen in a vacuum. Everything effects everything else.

Arguing that guard has no impact on pvp balance is seriously the worst way to argue against guard changes. It's just obviously wrong.

Just to give you a concrete example: the 30% healing debuff was added partway through beta. It was very clearly added because of guarded healers.

You're just kidding yourselves if you think the devs don't consider guard when deciding how much burst dps is needed in pvp.
I can speculate all I want about what I think Devs do for whatever reasons I believe. But, it doesn't make it true.

So again, where is your official source that Burst was specifically based around Guard?

You claimed it to be true, so the burden of proof is on you.

Otherwise, you want Guard to be nerfed based on your hypothesis, with no real evidence? Then you are a hypocrite for saying OPs were nerfed for that very same concept.

Lymain's Avatar


Lymain
01.23.2012 , 03:37 PM | #178
Heh, I love this thread. Even if the OP is trolling, I can't complain 'cause it's an hour+ of entertainment.

Guessing he really wants to kill healers first, but even if they rebalanced tanks with a weaker Guard, BioWare would still make you kill tanks first in order to use the extra HP and mitigation they have. For example, they could give tanks a force target, so that you can't even target the healer for CC's/interupts, as some other games have done, but I think that's a much inferior solution.

Hefutoxin's Avatar


Hefutoxin
01.23.2012 , 03:42 PM | #179
"Guard is too powerful, we should change how tanks work as well as re-balance DPS around my views."
"This is how you get around guard."
"No, I mean the game is balanced around guard."
"Doesn't matter, this is how you get around it."
"No, I mean, burst is balanced around how much mitigation guard provides."
'Doesn't matter, this is how you get around it."
"You guys are stupid and don't get the ramifications of this!"
"Doesn't matter, this is how you get around guard."

Thread Summary Complete.

Lazorous's Avatar


Lazorous
01.23.2012 , 03:45 PM | #180
Quote: Originally Posted by Jansports View Post
Winning a 3v2 doesn't make Gaurd not problematic.

This is the problem, Guard is NOT overpowered. It isn't Underpowered. It is simply a factor in the grand scheme of balance. However because its effect is so strong 50% reduced damage, it turns situations where instead of killing 1 player you have to kill two. Let me magnify WHY this is an issue in PvP. Lets say your Operations group can have individual health bars of ~15k each. Or one shared healthbar of ~120k. With Individual bars the person dies when they themselves run out of health. With shared health the full 120k must be depleated at which point the entire group dies at the same time.

Which would you rather have?

In PvP focus fire has always been a strong selling point to communication. Why? The faster you turn a 3v3 into a 3v2 the sooner you have a marked advantage. Guard is an instance where focus fire isn't focused at all anymore.

No other SINGLE ability has so much weight when determining what 'fair' damage and healing values are. Numbers that would be fine are suddenly too low or two high if guard is toggled on or off. In short there is no DPS value that is balanced when guard is present and not present. Thusly damage is going to be either too high for the unguarded or too low against the guarded. Healing is the same way. When Guarded healing through 2 dudes is pretty easy. When alone healing through a single person is stressful. Even though the relative dps is the same healer+tank lasts much longer against 2 dps than Healer vs. 1 dps. Because the health pool given allows for a greater response time.

I Garuntee everyone complaining about Op crits were not guarded. similarly I garuntee every healer complaining pvp healing is pointless was not guarded. Ever single person whining they can't kill a sorc healer was more likely than not hitting a guarded sorc.
But there are other instances where it is necessary to be 3 v 2, and it's not just because of guard. Before the nerf I have seen two ops take on 3, and they still won. It's not to say that is an absolute statement, but I'm just pointing out it's not guard specific.

And your scenario is, again, pointing to a picture perfect world where Guard is always available, 100%. If that were the case, then I would completely agree with your points and there should be some adjustment. But as is, I see it as a team coordination issue. Like a team that doesn't ever touch the healer is likely going to fail. So if the attacking party doesn't realize someone is guarded and does nothing about it... then GG.

EDIT: And as an above poster mentioned... where did you get 120k hp?