Jaycub wrote:shaggyboomboom wrote:Guard is by far one of the easiest mechanics to use... All it requires is applying it, following your guarded target. If that is hard, get GES and Enemy!
And if that proves to be too hard and you need it reworked... well, I don't know what more I can say.
It becomes a lot harder in high level play, were you need plans for how guard will be used because you will get guard breaked unless you are playing against awful people, and 1 sec on a guard swap can be the difference between winning and losing a fight. Everyone in your party needs to use voice comms correctly, quiet people can get you wiped. Played with really good mechanically players that just refuse to call for things in TS and honestly you would rather have an average player who communicates.
Shaggy, I dont disagree by any means. I dont know why people keep posting the same thing. "its not hard" I almost solely play tanks in this game and I have GES and Guardbot and thats all I do, I have my Guardbot shield front and center of my screen. Noone has ever said Guard is too hard and thats why it should be changed.
What I have said is it isnt FUN, its a passive ability that when used correctly is the single most powerful factor in this game. The problem is, is because its not FUN to use guard correctly, you get a large majority of players who dont care to "tryhard" anymore. They dont WANT to be a "guardbot" basically being forced to constantly manage guard, swapping targets etc. They dont want to have to just follow around a slayer or MDPS, its why when people come to look at tanks everyone says "Tanks are just guard bots" and it turns people off of the class, creating a catch 22.
So what people have been saying is how can the ability be more FUN and INTUITIVE to use without making it uber Pug-ish.
This is the purpose of the thread.
Jaycub nailed it. There is much more that goes on and revolves around guard in high level play, any rework that happens I wouldnt want it to impact that level of play that much. I understand wanting to keep a high skill cap in RoR but something you have to also realize is that if you want to keep it as much like AOR as possible, then the game is destined to never get off the ground - which is why this is ROR - a totally different game.
Any hope ROR has, is going to need to be adjusted to the times and its goal should be to not just appeal to the AOR crowd but also NEW players coming into the game. I can tell you, from being a new player back in January, when I first started my KOBS, I didnt have the addons (GES or Guardbot) and I DIDNT know how far guard range was and I didnt care to know. It also wasnt until I played my BW that I truly understood the impact guard and a defensive tank plays in the game.
These are all things learned over time, but it made for a very discouraging entrance into this game not feeling like my KOBS was a very good class as I was told by a fellow guild mate that a DPS KOBS was viable, and saw videos of guys like Hurgon who went full DPS and thats what I wanted at first.
So you need to ALSO appeal to newer players to build population and many new players will compare ROR to other games out there that DONT require as my "tryharding" to play. Noone wants to come into a new game and be told they have to play a "guardbot" its just not FUN. You look at other games, like Overwatch for example... Reinhardt was my favorite character there and yeah, his job is to shield allies first and foremost, but he also gets some other fun tools to work with. But it was THEIR job to stand by me, not MY job to follow them around.
I think Guard can be changed to be made more fun and intuitive. Distances in ROR are not very intuitive unless you actually test them or without addons... Guard also isnt a very FUN mechanic to play for most people who are new to ROR... Which is why everyone always plays MDPS as their first choice.
So this is why I made this, to have a discussion around how to make guard more fun, more intuitive without mandatory addons, to make Tank classes much more about playing their character rather than being focused on guard swapping but ALSO without majorly impacting the high level play.
I really like the "active" approach that has been proposed here in making guard an ability that would be used more like "taunt" but on a friendly ally rather than a passive ability you cast and then feel mandatory to stick on some guys ass to block damage for him.
I think an active approach would be more intuitive, especially with increased range, so players will be more likely to use it, without it also being something that makes for a very 1 sided match when you do have 1-2 tanks who guard swap 24/7 preventing a pug team from ever standing a chance to kill one of their allies...