Well if you're pushing an enemy back, the last thing that either party will be thinking about is 'we better not get too close to the spawn incase of guards'. Guards prevent a complete wipe. In an ideal situation, you'd wipe the enemy, go back to middle, and rinse-repeat until someone concedes and you can take the flag/objective.Urdeg wrote: ↑Sun Feb 17, 2019 11:26 amIt seems to me like a much quicker and easier fix would be to stay away from right outside the enemy spawn and fight around the battlefield objectives, well away from any invincible BW.Caffeine wrote: ↑Sat Feb 16, 2019 4:13 pmGuards essentially provide a safespace for RDPS to freecast from without any possibility for counterplay. If a Bright Wizard is hugging the warcamp a marauder can use Flames of Fate on him but it's pointless because attempting to hit the BW would result in the whole group wiping to guards. You can't stagger+champ said BW for the same reason.
Given that a very select few queue for this scenario, and that they overwhelmingly vote in favour of removing guards...it is pretty indicative of the fact that guards do nothing but hinder fights/sentiment that guards are not necessary.
Also, in a map like Caledor Woods (current 6v6 sc), they aren't necessary whatsoever as you cannot get into enemy warcamp (maybe there is some exploit to do so, but that can be rectified easily by reporting people who do it/adding a rock or some ****).