Penril wrote:No, it doesn't. Because no one should be asking for nerfs/changes based on poor play/pugs.Akalukz wrote:peterthepan3 wrote:Because the guard change suggestion - as first posited by Haojun - was in regards to it being apparently too powerful in smallscale. Few pages back.
Thanks for the clarification, but seems to me as if equally skilled / geared / matched 6v6 basically waits on someone to make a mistake, with or without guard. Guard just prolonging the fight, which i get, the problem of guard is when it isn't equally skilled / geared / matched 6v6 of 12 v 12 matches.
Random pugs guarding in scenarios vs guard in premade is almost incomparable. The problem seems to arise when premades are thrown in with pugs. Be it pugs in ORvR or pugs in scenarios, the problem is the same. This is where guard becomes too strong. and shifts it to the first part of Penril's statement instead of the the last. """There is a difference between "that skill is too strong! nerf it!" and "that skill is very strong but does not need a nerf". Guard falls into the latter category."""
Here, let me quote this rule (again):
5. No PUG arguments.
Balance is based around classes being played competently. Do not make any argument which involves disparity of skill, gear or specialization on either side. It is desirable when buffing classes or specs to avoid making them PUG killers, but a buff to an underpowered element of the game which renders it or the class more powerful against PUGs is not a problem as long as this element has valid counterplay.
That dident work so well in Swtor balance around the top 1%, that made healers Sorc and Sage op as hell and you would see like 4-6 of them in every Scenarios.