ragafury wrote:
An upcoming game
will feature another System which is around proactively blocking projectiles, buffs / debuffs for your group mates to reduce incoming the damage. The Class there will not be called Tank, but heavy fighter.
Some heavy fighters will be able to guard targets or have a very similiar mechanic. Since I don't want to advertise anything I put it in a spoiler.
So the System is still not dead as you described it.
Some classes will have something very similar to guard or they will just have guard.
Oh and for my enjoyment I'll edit my post right here. One of the most popular mmorpgs of all time
is running guard, same goes for
You compare Reinhards ability with raising the shield to guard... the right comparision would be "Hold the Line!".
It functions in the exact same way.
I bet everybody who plays this game here has played different games, and every game has different strategies to make things work and to make "tanking" or "frontlining" or "heavy fighting" and so on possible.
Ok I watched this.
So "System which is around proactively blocking projectiles, buffs / debuffs for your group mates" sounds awesome! 100% onboard with this. I will give you the benefit of the doubt here that you just dont understand my position. Because I never said Tanks shouldnt do this sort of thing.......
I even said I would rather them ditch guard and rework/things like challenge/taunt/HTL etc.
Now, when it came to "guard" they said straight up "I wont work exactly the same way, and not everyone will have it, but they will all have their own versions of how they do this...."
Also you posted DAOC, which was 2001/2002 - my point exactly (no new games do this)
Now we get to Reinhardt. HTL is probably the closest thing yes, and I would LOVE to see HTL buffed and guard "reworked". HTL is an awesome ability that is much more active than anything. One thing I dislike about HTL is people can "reverse HTL" Also, when it comes to Reinhardt, he is a massive shield wall, but if you get too close it can be very lethal with his Fire Strike (ranged damager) as well as his "Charge" that allows him to close gaps, and not to mention his daily that used in combination, can mean a QUICK death for anyone who plays too close... Where as a SnB Tank in this game, who uses HTL, really wont be able to say.... "drop a healer" if he happens to get close enough to that healer. Frankly a SnB tank cant do much at all in terms of damage.
Again, the GOAL of a "rework" here would be to look at making Guard a more proactive - active ability rather than something you merely put on someone, then are forced to "stay within 30 feet of them". THIS is what I am talking about.
I am NOT saying "tanks shouldnt be blocking projectiles, buffs, debuffs, etc"
In fact. Something I believe I posted was making Guard like Vigilance for your group on a CD. Something like "lasts 10 sec" 15 sec CD. "Reduces all damage by 50% for party members within say... 50 feet".
Not only does that sound super fun. Its "active" and benefits the tank himself AND his entire party. He is actively "buffing, reducing damage, etc" however there is now a "downtime" of 5 seconds where you could punt the tank. You could also make it very AP heavy to restrict use (so another counter guard would be to AP drain a tank).
I mean there are so many other cool ways to adjust this.....
Like literally I can guard and /follow and boom... thats it. zero "skill" involved in that. Its not active, its boring and only requires positioning. Now "guard swapping" is different, however as I said, I think thats a bad mechanic IMO that turns tanks into pseudo healers constantly watching health bars and many times worrying more about trying to say within "range" of their party than "pushing the frontlines" - which is what tanks WANT to do...
Point being. I am convinced, though conversations and experience, that ONE of the reasons this game has low population, is gamers are primarily made up of people (today) who dont always have long play times and dont ALWAYS want to feel "forced" to group up to be viable. So people do this. Sometimes they have people online to play with, and will group and Guard works fine. Other times they dont, they find themselves in SCs or RVR without reliable guard or healers, and get nuked, get frustrated and eventually stop logging in.... If there were a guard re-work, so that it was more fun to use, more active, that provided full party benefits or rather aoe benefits (many ways to do this) I dont think it would really impact the RVR Warbands going around, and lets not fool ourselves thinking there is a 6v6 "competitive" community as they have largely left the game.... Where as it is more fun for all players now. Tanks included who dont feel like they are someones "pet" or "guard bot" but rather a true front line fighter who is "buffing/debuffing and blocking projectiles" all of which sounds FUN to me!