Battlefield wrote: Tue May 13, 2025 10:30 pm
toffikx wrote: Tue May 13, 2025 8:30 pm
Just knock away the tank?
At first if tank with shield or in max parry spec you can't knock it away so easily and most likely failure is possible but even if you do this, it is only possible once every 20 seconds and in a fight 20 seconds is not a little and the tank usually comes running back in 5 seconds.
Second, not all tanks play with such tactic for further knock back exept bg/ib.
Actually, parry/block is frontal only. That’s why you have to knock away the tank from the rear/behind.
In your opening post, you write that guard target runs to tank even if he was punted - that’s why you have to use Tank M1 Champ Challenge and/or a stun - to prevent the target from moving, but also using def cds and/or pots.
You also write that punt is a bad antiguard ability, and it serves another purpose in RvR - actually it can serve both purposes. And as far as i know, punt is the most effective antiguard tool in the game. It is perhaps harder to knock away a tank in large scale fights, like wb vs wb, but then such setups have the advantage of breaking guarded front lines with massive morale dumps - something you in most cases cannot replicate in small scale - where the punt reigns supreme.
Also, as shown in cities, guarded frontlines can be taken advantage of by assigning kill squads that exploit unguarded healer backlines.
So there are tools to mitigate the effect of guard in both small scale and large scale - ofcourse it is easier if you can communicate and coordinate.
There’s no denying that guard is a strong ability that defines many aspects of the game. But does it need changing because of that?
If atleast some of the things you mention are implemented, like ;
-cooldown on ability
-removal of the guard by an ability (like removing rampage with shatter)
-reduced damage split values.
What will the impact of such changes be on the game, and what is the point of such changes? You want to reduce the power of guard and make killing targets easier, is that what you want? Or do you think guard gives too big of an advantage to coordinated groups, against solos/pugs?