Actually I think you WILL make more tanks by changing guard. Right now, tanks have no selfish benefit to using guard. So many tanks I see who are swinging a 2H, stacking STR, etc. Dont even bother using guard.ragafury wrote:well whatever still you will not create more tanks by changing guard, or create better tanks.th3gatekeeper wrote:Also, IDK if I underatnd you here, but damage you take from guard is not impacted by any of those things.... You merely "split" the damage your guarded target took, and have a chance to parry/block it (not dodge/disrupt it).ragafury wrote: when this failed you are taking the damage - your tougness and -your armor and -your resistances.
So things like toughness/armor/resists DONT impact the damage you take from guarding someone.
the problem on the baseline will still be the same:
1. players who play tanks and are not good at it (guarding healers 150 units away, guarding damage dealers FA, not adjusting the playstyle to the guarded target and so on)
2. players who play there tank for lul DPS and don't give a duck about being a benefit to there group, they just dive backline and die there while nobody can follow.
Short addition:
And you don't create more FUN by changing it. you are taking it from me as an example. because I like being usefull and not an afk buff dispenser / follow your melee bot. The ability is proven usefull since days of dark age of camelot.
And how do you think your suggested change will not take a major overhaul on most dmg dealers and even healers and there abilities.
Because it takes active management to use. Which would be cool if it were a different type of ability designed for key situations (like HTL is awesome example) however it already IS passive, and merely treats tanks almost like a pseudo healer where the tank is watching and managing "healthbars" rather than trying to "taunt" (not the ability but literally) the enemy on the frontlines. Guard, was/is great for a more "hardcore" game that demands focused teamwork and a full party. This is the TYPE of thing players wanted from games 10+ years ago (when DAOC made this and Warhammer copied it). You wont find these types of mechanics in games today, because players dont want this type of thing. They dont want to only be useful when in parties designed around min/maxing for only group play... It creates VERY painful solo experiences, which make up a large part of the gaming industry today. Why do you think WoW got rid of its 6 hour raids? Because people dont want that.... Sure it was GREAT back in 2006... but now in 2017... People dont view gaming the same way.
Anyways, point being, yes you will "make more tanks" because many of those 2H "DPS Tanks" will want the selfish benefits and since it doesnt cost them "time" or "active management" to use Guard, they will throw it on. Which THEN allows MDPS to "follow the tank" to get the benefits too.
I also disagree and think it will be MORE fun...
Lets take a step back for a second.
I play tanks...
I can only assume that by you not understanding how guard works, you likely DONT play tanks?
So... when I say "Guard is boring, I really dont like it as a mechanic. Its bad for PUG play, its boring, here is how it could work the same, and be more fun"
Then you come along and disagree with me.... Saying "And you don't create more FUN by changing it."
You see how its hard for me to take what you say seriously.... Since it seems you dont really use guard or understand it, and likely are not playing a tank....
You know what RVR feels like for tanks atm?
- An AFK buff bot with /follow...
What does it feel like in SCs?
- A buff bot, who is /following /assisting a MDPS (if you have one that doesnt suck).
So here is what is SUPER funny about all this (I find it hilarious).
When I say "Man Tanking is boring I basically just /follow a MDPS around with guard on him"
Everyone flips out "OMG, tanks do so much more then that, HTL, taunt, challenge, morales, punts, KDs, etc etc.
Then when I say "hey lets modify guard just a LITTLE so it doesnt require swapping.... all the sudden:
"I like being usefull and not an afk buff dispenser / follow your melee bot. "
So which is it? Are tanks MORE than Guard? If so, GREAT! lets put MORE emphasis on the OTHER things and LESS on guard to make it more enjoyable for everyone!
If it ISNT more than guard... then we have a problem.... because basically you ARE just a /follow buffer/debuffer.
I would rather see (frankly) guard removed and things like Challenge/Taunt/HTL stuff increased a TON. To me, that is "playing a tank" on the frontlines, "taunting" the enemy, being a huge ass target and trying to draw attention... Not someone who has to "stay within 30 feet of his MDPS" and its the TANKS JOB to stay within 30 feet of the MDPS... Why shouldnt the tank be up there pushing/holding the front lines, while the MDPS are forced to "stick with their tanks?" Well.... Ill tell you why.... Guard.
Side thought: What is funny also is this would actually make MDPS have to play smarter and not justfaceroll ROFL on their keyboards because right now they have guard and its the TANKS job to follow them... Change guard and now MDPS have to focus on "am I with my tank?"...
"Tanking" is already one of the LEAST "desired" roles in terms of what everyone wants to do. The design of Guard, just adds to this...