Guard ability suggestion
Posted: Tue May 13, 2025 7:55 pm
Tanks can transfer the Guard ability to other party members every second and they use it constantly especially premades, this creating headaches for opponents !
From the outside it looks like 1 tank can guard half of the group.
Other mmo games have similar abilities but they have a cooldown, so my suggestion is that the Guard ability should have at least some kind of cooldown. about 10 seconds maybe 20.
if not cooldown of guard ability then it could be some debuff on groupmate for 10 seconds not allowing to become guarded again after the guard is transferred to another group member.
Especially since an attempt to lower the damage reduction of this ability several years ago was not successful.
Premades use the guard ability in full and 2 tanks essentially guard the entire group and even if your skilled punt knock back a tank often dps runs then to the tank so it doesn't lose the damage reduction from guard almost at all and players are not stupid right, know how to trick the system.
When tanks swapping guards with massive damage reduction and as we know in this game is overpowerful healing together with guard ability It allows players to neutralize incoming damage under healing almost.
Punt may be parried or blocked and is only possible once every 20 seconds because of immune and the tank usually comes running back in 5 seconds, and punt is a bad option for antiguard ability, it's most used to throw closer and focus one of the opponents in RVR.
Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft?
Need to make punt for tanks undefendable and increases the distance of punt or reduce radius of the guard ability to 25ft or even 20ft
And that the guard works both from below and from above if you knock back a tank from a height, this does not always mean that the ability does not work.
Another idea is to add to some class the ability to remove the guard buff from the target, like some bless,hex,curse,aliment but with big cooldown, it could be some mpds, maybe WH/WE. It's definitely a feature of this game, isn't it? Guard is a buff and against buffs in this game there are abilities to remove them.
The guard ability is somewhat similar to detaunt, but when detaunted the damage is reduced both incoming and outgoing. So why not make it similar but more balanced, for example -10% outgoing damage?
Even the Vigilance reduce outgoing damage by 25%.
Or maybe the main issue cause 50% damage reduction of guard it's to much?
By the way, if devs made that Vigilance/Oppression requires now a shield so why not do the same with guard?
The healers in this game are very strong and ideally, it would be possible to make it so that when a tank guards a healer, the healing of such a healer would be at least slightly reduced.
Or you can make it simpler by making a guard in the form of an aura that will reduce incoming damage to the entire group by 20-25%.
And please make it so that a tank can't guard a tank, that's too much, because tanks are already defensive class and -50% incoming damage from guard ability was made for dps not for tanks, especially 2h ! Or reduce damage reduction then when tank guards other tank.
in RvR crossguard may be somehow acceptable but in the scenario it is the key to victory and it is hard to play against
Ysaran's idea to make the damage from the guard unavoidable, so that it can't be blocked or parried, is not bad.
Now the guard breaks all the fun of the game when the DPS class sees the guard on the enemy he changes the target then the tank sees that the DPS is on another target he moves the guard to it and this is terribly annoying and when there are a lot of tanks it's a nightmare.
Only players in voice and in group can play against such mechanics but now half of the players of the server are just PUG, maybe even more !
Because I repeat once again guard reduces damage too much as a permanent bubble without a cooldown and healing in the game is too strong and the combination of these two things break the balance vs random players.
From the outside it looks like 1 tank can guard half of the group.
Other mmo games have similar abilities but they have a cooldown, so my suggestion is that the Guard ability should have at least some kind of cooldown. about 10 seconds maybe 20.
if not cooldown of guard ability then it could be some debuff on groupmate for 10 seconds not allowing to become guarded again after the guard is transferred to another group member.
Especially since an attempt to lower the damage reduction of this ability several years ago was not successful.
Premades use the guard ability in full and 2 tanks essentially guard the entire group and even if your skilled punt knock back a tank often dps runs then to the tank so it doesn't lose the damage reduction from guard almost at all and players are not stupid right, know how to trick the system.
When tanks swapping guards with massive damage reduction and as we know in this game is overpowerful healing together with guard ability It allows players to neutralize incoming damage under healing almost.
Punt may be parried or blocked and is only possible once every 20 seconds because of immune and the tank usually comes running back in 5 seconds, and punt is a bad option for antiguard ability, it's most used to throw closer and focus one of the opponents in RVR.
Other issue, what is the punt distance of Chosen/Kotbs and SM/BO? 60ft or 80ft and when guard is 30ft?
Need to make punt for tanks undefendable and increases the distance of punt or reduce radius of the guard ability to 25ft or even 20ft
And that the guard works both from below and from above if you knock back a tank from a height, this does not always mean that the ability does not work.
Another idea is to add to some class the ability to remove the guard buff from the target, like some bless,hex,curse,aliment but with big cooldown, it could be some mpds, maybe WH/WE. It's definitely a feature of this game, isn't it? Guard is a buff and against buffs in this game there are abilities to remove them.
The guard ability is somewhat similar to detaunt, but when detaunted the damage is reduced both incoming and outgoing. So why not make it similar but more balanced, for example -10% outgoing damage?
Even the Vigilance reduce outgoing damage by 25%.
Or maybe the main issue cause 50% damage reduction of guard it's to much?
By the way, if devs made that Vigilance/Oppression requires now a shield so why not do the same with guard?
The healers in this game are very strong and ideally, it would be possible to make it so that when a tank guards a healer, the healing of such a healer would be at least slightly reduced.
Or you can make it simpler by making a guard in the form of an aura that will reduce incoming damage to the entire group by 20-25%.
And please make it so that a tank can't guard a tank, that's too much, because tanks are already defensive class and -50% incoming damage from guard ability was made for dps not for tanks, especially 2h ! Or reduce damage reduction then when tank guards other tank.
in RvR crossguard may be somehow acceptable but in the scenario it is the key to victory and it is hard to play against
Ysaran's idea to make the damage from the guard unavoidable, so that it can't be blocked or parried, is not bad.
Now the guard breaks all the fun of the game when the DPS class sees the guard on the enemy he changes the target then the tank sees that the DPS is on another target he moves the guard to it and this is terribly annoying and when there are a lot of tanks it's a nightmare.
Only players in voice and in group can play against such mechanics but now half of the players of the server are just PUG, maybe even more !
Because I repeat once again guard reduces damage too much as a permanent bubble without a cooldown and healing in the game is too strong and the combination of these two things break the balance vs random players.