peterthepan3 wrote:Guard works.
It functions well.
Most people who play competitively have no quarms with it (maybe different ways to counter it)
If you neuter guard to appease people who are not using it because (as you claim) there is no inherent 'fun' to the ability - heeding not the 'if it ain't broke, don't fix it' philosophy, because guard is functioning as it should - then that will just piss a lot of people off tbh.
If you want new means of motivating people to use guard, then I get where you're coming from. Perhaps making a few guides on careful guard usage, guard swapping, what addons to use etc. would help these people out. But there is no logic in changing it because - as you have reiterated several times - of people who 'see no fun in using it'.
I see no 'fun' in using my pet as a Magus, but it's part of my mechanic...should I therefore not use it - despite it being effective? (gives me damage and range buff, provides debuffs and damage - aka does its job as a stationary pet)
If I come across brash I apologise. You seem like a genuine dude with his intentions in the right place.
Here is the difference in what I see... and I could be wrong man. I am not saying I have the "solution" which is why I havnt made any proposals, just wanted to get people talking about this because I know there is a ton of creative power in the player base. But here is where I think our opinions differ.
You use your pet/magus example. I know any analogy breaksdown, and I get where your coming from its not "as fun" sure. But the BIG difference - you use your pet and it gives YOU some benefits "damage/range buff". When a person uses guard it gives that player NO benefits.
Imagine if your pet DIDNT get you any benefits but merely gave your group benefits instead. That would be more akin to the analogy, you might make a post saying "pets buffs should apply to me too" and I think it would be justified.
Also you mention "if it aint broke dont fix it" I am torn on this. Sure the mechanic isnt broken itself and its being used at top level gameplay, but the MAJORITY of gameplay I have been involved in, its NOT being used. So to me that does say "its broke".
Now one solution is to post guides and /tell the players and explain. Ive done this man, I really have. Maybe its just being an NA player and lower population that is part of the root here, but I have only really played tanks. I leveled a BW and Mara up just to learn the other rolls a little better. Not once on my BW did I get guard (understandable) but only about 3-4 times I got guard on my Mara... and I farmed the SC set.. Not saying its hard, but just saying that so you know I have done a GOOD amount of PVP. Players dont use guard unless in a premade, or the small handful of REAL tank ROR/WAR players who realize how good it is.
I would wager, that 60%+ of the 'tanks' in this game are not using guard and if they are its at 25% of less of its "capacity". If they are using it, (this 60%) its like what I see all the time, they toss it on some MDPS and then expect the MDPS to follow them assisting them. They never swap guard, etc. Anyways, I get worked up when I talk about this, as you probably already see....
Also, I want to be clear. I am not advocating for neutering guard, merely modifying it so it has more benefits in more situations to more people.
One "idea" that has been appealing to me was just making guard work like Vigilance. This is just an example and not a fully flushed out idea... But an AoE Vigilance.
"reducing all damage you and your allies within 30 feet take by 50% for the next 10 seconds" something like that, with a 20 sec CD.
So you get two tanks, they can cycle that "guard" buff for 100% uptime. You CC/punt that guard away and BAM you just ruined the cycle.
So now it involves maybe even more coordination at "top end" PVP. But now its also much more "PUG" friendly because EVERY tank will be spamming this when under fire, and they cant HELP but provide that benefit to some allies. Now the MDPS will want to follow a tank around so they get this buff when under fire, rather than the tank being forced to follow them.
This is just one iteration of the options and what could be done. It doesnt neuter guard, if anything it makes it more versatile while still able to be countered by the same mechanics in how its countered today. It also isnt OP and mindless as it still takes a little positioning and thought about WHEN to use this new "guard"..
Again, just a thought... But you see my point I hope.