Telen wrote:If mitigation was on the sc boards like they are in other games you'd see alot more players guarding and taunt/challenging better.
Already been proposed numerous times, they cant do this. I do agree, if this were as "stat" just like Damage is a stat and healing is a "stat" that you can see at the end of a game, more tanks would tank.
Gerv wrote:hmm, once again I have managed to come off really sarcastic when I don't mean to.
I play/main tanks too. I disagree with you that making guard easier to use or a more interesting skill than it currently is will result in an increase of the players using it. I strongly believe that a lot of these issues are a result of a lack of understanding of how to play the class and a lack of education on how to build your tank for certain roles.
You can still play an offensive tank (2hd) and still guard people. There is just a different perspective to look at the damage game when you do so. You likely know this, and it is at this point where I bring in the point of a lack of knowledge and educating players. Now we can write guides and all but not everyone will read them. A tank's role by definition is to be hard to kill and soak up damage. If people do not want to adopt this mindset when playing the classes from the start I don't think changing a ability will help in that way.
I strongly think that we are better off, if you are pugging, sending a quiet tell to the player and asking them why they are not using guard and then explain to them how to build to their play style and use guard at the same time.
Look, I understand the meta of this game very well. My Chosen has 70% parry chance as a 2H. Even as a 2H tank your primary roles are guarding/debuffing and maybe some punting
But I disagree with you on sending a quiet tell, this is a pipe dream. Been there, done that 100x... Doesnt work.
This is maybe where we just have different views.
We both see the same data:
"it is at this point where I bring in the point of a lack of knowledge and educating players. Now we can write guides and all but not everyone will read them. "
I 100% agree. Lack of knowledge. Ive literally written pages on this forum to tanks who are trying to "leet deeps bro" spec their Knights or Chosen and i inspect guys in SCs rocking 200-300 toughness and 5k HP but have like 900 STR and are slotting focused Offense and I just facepalm...
So we both agree. There is a serious lack of knowledge about how to play the class.
I look at that data and say "well its because its not intuitive at all, maybe we should CHANGE it to be more intuative to players"
Other people (you) say "we just need to teach them to L2P"
Now, how successful do you think a game will be that is very un-intuitive to players?
This is where I am coming from- and its from experience! When I first joined I played a Knight. I went 2H and went DPS and did exactly what I facepalm about now... Why? Because in any other game, you CAN do that. Not in WAR, WAR is designed "too balanced" almost to a fault, in that classes are extremely inter-dependent which means you cant have MDPS without tanks, cant have RDPS without a frontline, cant have.... well yeah healers are always good.
Why do tanks grab a 2H and not guard? Why do healers go DPS and not heal?
These are the "patterns" of new players or even existing players who dont WANT to "try hard". These "playstyles" are what is more intuitive to players.
So this is why I come to the conclusion that guard - and the way tanks provide this "guard/damage" mitigation should be changed. So that it aligns more with what IS intuitive and what IS fun.
Shaman/AM just had a little taste of this with their changes, so where they can do damage and heal better - why was this changed? IDK, but it could have something to do with complaints about too many DPS AM/Shaman and they werent healing.
Why cant we look at tanks the same way? Why cant there be a middle ground, so that when a new player comes to war his instincts in how to play align with how he should play. That he can be a 2H face smashing tank that ALSO provides benefits to his allies in a FUN and intuitive way?
When I look at any new-ish game. A tank class appeals to me. I dont automatically thing "I need to press this passive button and then proceed to follow this guy around and stay within 30 feet of him". I want my abilities to have a synergy with what is intuative to do - push the front lines and hit the opponent while having abilities that provide utility to my team.
A great example of this is AoE taunt, or taunt itself. EVERY tank uses taunt. Why? Because its a damage boost for them and a disrupt. Win-win.
AoE taunt is similar.
Guard isnt. Guard is 100% selfless and requires you to actively think about your party and not yourself.
Look at a good example: Overwatch/Paladins have a tank class that has a shield - you block all damage. It allows YOU to push and block damage better, and then allows your team to not get hit. Win-win.
There is no win-win with guard. its a selfless thing a tank must do, that isnt fun (for most gamers) which is why its not intuitive and people dont use it (generally) unless they play other characters like a MDPS or RDPS and then finally realize (like I did) that your "deeps knight bro" and adding an extra 200 str at the cost of ALOT of tankiness, probably isnt worth it if you can throw those same stats into wounds and give your Sorc/BW and extra 2 seconds of free casting.