Having guards serves several purposes.Keula wrote: Mon Feb 16, 2026 11:23 pmSo what are guards gonna do for scenarios that have highground spawns? Which is a lot of scenarios and they just stood there doing nothing in the past. For all these barrier discussions, it feels like Serpent's passage is the only scenario that exists in their mind, nothing else and all they remember was farming kills/being farmed during the ring events where only thing mattered was getting kills as fast as possible and well serpents passage was very good for doing that. Plus the objective sucks so it'll never end, unlike say nordenwatch which will end on stomp quite quickly, so what you should be complaining is the objective of that scenario, not the barriers.leftayparxoun wrote: Mon Feb 16, 2026 5:00 pm To recap, the best solution is to restore/make a guard/guard-like system near the spawns.
Holding on to the barrier system makes no sense (to me at least). You have already done incredible work here with this patch. Why not remove THE biggest critism people have had besides matchmaking?
Regardless, thank you for the patch and your efforts on the scenario system so far. It was a long time coming.
If ppl want their lucky 1 kill punt back for serpent's passage, sure you can have it, but don't act like guards are gonna solve much, when it won't do anything for the vast majority of scenarios and all the barrier is doing is just making highground for scenarios that didn't have it. Plus they added cast through barriers, finally, which imo is enough.
1) It gives the losing team a safe place to regroup and skirmish. This allows the losers to rebuild their morale (both for characters and players). The barriers force losing teams to coordinate and push out together, which usually isn't possible for pugs.
2) It gives some rewards to the losing side when the winning side over-extends. Or at least it did when guard kills gave renown and crest drops--and should again.
3) It creates a comeback mechanic (albeit a weak one). If the scenario is relatively close, then a DPS getting punted into guards and getting himself and his tank killed can create a rez chain allowing the losing side to come back, or just score a few kills.
I don't think any of those are controversial and would benefit scenarios.



