footpatrol2 wrote:I said this before and a dev yelled at me about it and the idea got shut down quicklly. There really shouldn't be a massive gear divide in a pvp centric game. Aesthetic's should dominate not actual stats. If there is a divide it should be small and easily attainable quickly.
When you stack up gear + coordination + group composition + Player skill level vs pug its basically just two different games. imo this game wasn't suppose to be for the faint of heart nor its main focus be about pug's.
Opinion (suggestion)
Make SC's about Locking zones like they used to be or Straight get rid of SC's. Or only open specific SC's after a zone was locked so you have a limited window to participate with some type of carrot attached. Making SC's about gear thou... creates a problem.
Game should be about bragging rights and cool lookin stuff not stats specifically.
The Time to kill (TTK) or Time to Death (TTD) in this game is about right. If you have a good well oiled premade vs another its almost impossible to kill each other. The real problem is unbalanced groups AND tanks that don't use guard or know how to reduce damage and work off each other. Guard is a fundamental part of the game that depends on a player to understand how valuable it is and its completely unrewarded.
(guess)
Players that die a lot probably make tanks thinking, hey i'll just dps as a tank and survive longer without guarding anyone or even realizing how important guard is. I'll passively watch tanks past level 10 in sc's/anywhere and almost never do they stay next to their guarded target.
All fair points I think. I personally feel the current "gear gap" is small. Its not that hard to get stalkers + a good weapon (epic quest?) and then buy some crappy +16 talis to put in gear. You are more or less 80% of the same if not more than the BIS guys running +22s etc...
So I think gear gap is a small problem that doesnt need to be fixed. The REAL "gap" comes from communication more than anything.
I do think you have hit PART of the nail right on the head. Ill tell you right now you just explained ME the first 2-3 weeks of this game. I had NO clue how short guard distance was until I added an add on that showed how 30 feet was... I was SHOCKED thinking I was guarding players this whole time... Yeah I know... L2P, I was bad....
I think having a "guarded Damage" column to show really how much damage a tank DID guard off someone would be a worthy addition. It would tell tanks they are not doing their job, it would help full defensive tanks SEE their value and I think actually promote more people to play tanks rather than DPS tanks since they could SEE their impact of taking "65k" guard damage in 1 game versus another tank who only took say 30k....
This, to me, would be a worthy investment of time that WOULD (I think) boost the ability for PUGs to play more coordinated. Then you will have tanks being judged on damage guarded rather than DPS or w.e - which is all they can try and measure right now.