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Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:25 pm
by Scrilian
>Nerf Aoe-Cleanse
>Nerf Guard
rip Slayer
>le Guard 2stronk OP nerf plez meme
l2issue
Nerf BW again thread when? :^)
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:25 pm
by PartizanRUS
saupreusse wrote:
And here comes my first approach to a solution:
It would be much nicer if guard would be like a perma-buff on the target, as long as it stays in guard range.
Something like increased armor/resistances/toughness/parry/dodge and disrupt.
Because then, much more counterplay would be possible against this ability.
Reducing named stats by counterabilites would still be possible and therefore guard would not be this overpowered in my opinion. Also it would reduce the pugs vs premade problem in sc, because premades would have to be much more cautious and would be easier to be broken.
I dont think this would affect premade vs premade in a bad way, kills would come easier and you would have to use your detaunt more effectively as a squishy.
My second suggestion:
Making it possbile, to break guard, or disabeling it for a specific amount of time.
Giving dps or supporter classes like magus/engie a guard-breaking ability would be really nice and take some of the Op-ness away. Also this would be a little buff for our engi/magus friends, which are a bit ailing right now.
Sooo... That's all that comes to my mind right now!
Please join this thread and tell me if you like this suggestion (or if you hate it, or if you are ok with some parts of it and so on.)
If I am wrong with some of the above said, please let me know so I can correct the mistakes.
This is BS. If you can't kill someone guarded thats your problem and you need to switch target.
Guard is fine, its a counter to rdps nukes.
Only valid option could be percentage % decrease, but it means messing with core mechanic, which is bad.
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:27 pm
by Tesq
you just dont kow where a guard change can lead to and this is exactly what ppl fear and why we have such a harsh reaction, it's not the fact itself and the nearest conseguences but where some of these changes may lead in a bigger scheme.
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:31 pm
by mursie
ThePollie wrote:
Being a **** will get you nowhere.
This is actually incorrect. It eventually will get you banned and require you to make a 2nd account... probably wear a disguise too to conceal you original banned identity (although this is just speculation on my part).
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:34 pm
by Drak
To address just one of the comments so far, as an example of where this might lead:
There's a suggestion some pages up that Guard be disabled if the guarding tank is disabled. So shouldn’t every disabled player’s active abilities be similarly disabled?
Heal bubbles, group and self heals, curses, debuffs, active ranged knockdowns, auras spring to mind as possible examples.
That would be consistent with the logic (such as it is) of the suggestion, would it not?
To apply such a nerf across all classes would be balanced and fair, right?
On the other hand, maybe the original Guard mechanic was better thought out than people realise?
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:37 pm
by mursie
noisestorm wrote:
Having partisans like you around doesnt exactly make other people happy either. Just saying. This doomsaying and whatnot that you kids bring all the time if just a slight change to your beloved AOR is even hinted at, is just laughable at best.
I think this Chizune person speaks wisdom. I hope he/she is able to moderate future balance discussions.
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:40 pm
by mursie
Shadowgurke wrote:
The fact that many people, including OP, have misconceptions about Guard is a bad ground to base a debate on.
Guard is horribly strong but at the same time half the reason why tanks even exist in the current form. Healing is also horribly strong, no?
Healing is horribly strong. But it also has counter play.
Incoming and Outgoing heal debuff. Disable of healer. Out of range healing. Interrupt on cast. etc...
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:42 pm
by Azarael
mursie wrote:This is actually incorrect. It eventually will get you banned and require you to make a 2nd account... probably wear a disguise too to conceal you original banned identity (although this is just speculation on my part).
The account Nanji is not banned, and while I shouldn't even have to say this, any infractions on it automatically count towards DefinitelyNotWingz.
Regarding Wingz' earlier comment on "changes": I would prefer it if you used the term "fix" to describe the fix for blocking/parrying Guard damage while knocked down. All other damage is rendered undefendable when you are knocked down, and this was a bug fix.
To help some people who are missing the point: My congratulations on your being able to counter Guard. I don't think anyone said Guard was ever uncounterable (though I did suggest that its counters outside of excessive force and super punts are limited). However, it DOES bolster certain aspects of the game (group healing, 2/2/2 and super punts among them), and it is the effect upon balancing other classes in light of this that interests me.
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:45 pm
by mursie
Azarael wrote:
The account Nanji is not banned, and while I shouldn't even have to say this, any infractions on it automatically count towards DefinitelyNotWingz.
My comment is a statement in general. I don't even know who Nanji is. Just saying what being a "****" will eventually lead to.
Re: [Suggestion] Making guard less OP
Posted: Mon Feb 22, 2016 3:50 pm
by DefinitelyNotWingz
Azarael wrote:
Regarding Wingz' earlier comment on "changes": I would prefer it if you used the term "fix" to describe the fix for blocking/parrying Guard damage while knocked down. All other damage is rendered undefendable when you are knocked down, and this was a bug fix.
To help some people who are missing the point: My congratulations on your being able to counter Guard. I don't think anyone said Guard was ever uncounterable (though I did suggest that its counters outside of excessive force and super punts are limited). However, it DOES bolster certain aspects of the game (group healing and super punts among them), and it is the effect upon balancing other classes in light of this that interests me.
A fix that favors zerging and ae heal comps like dok/dok and wp/wp which we wanted to move away from.
If you want to have a counter, doable for an uncoordinated grp, we have to rework more than guard.
How about detaunts?
There are plenty of things with only cc as a short term counter. Want to rework them all?