peterthepan3 wrote:
You say that 'Realistically what this change would lead to is more guard swapping': if people are not prepared to use an integral part of their archetype WITHOUT BEING GIVEN MORE DAMAGE, then that speaks volumes about said people. You fail to mention that most guilded tanks/competitive tanks do NOT have such a problem because they have been able to grasp the very simple concept that if you are a tank, you should be using your guard.
Part of this is because many players dont feel they have a class that represents what they want to play, manifested in this game.
I am coming to my perspective from one who didnt play live, who came to this game, looking to find a DPS-y/tanky character. I asked several people who kept telling me "play what you want" but was NEVER once told "here are the three META archtypes" not just that, but also, there is no class that really fits the roll I was looking to fill. Partly because it doesnt exist in this game.
There really is no "Fury Warrior" from WoW. Or if you are familiar with D&D (Neverwinter) the "Great Weapon Fighter" was a class I played for years. He was pretty tanky and could also dish out damage, a true melee fear. This "hybrid" of Tank/Melee DPS is probably one of the most popular. I tried to make this via a Knight and a SM, and then a Chosen. I was also told a more "DPS" route was the Mara or the WL, and I made a Mara as well. But sadly it took months of playing all these classes to max level in PVP, focusing on PVP, to realize this "hybrid" really has no roll in PVP because of mechanics like Guard.
Since then I now build my Chosen to focus on guard, while using a 2h, its more for aesthetics than anything else really.
For the first 1-2 months of playing my tank, I didnt know guards range was so short. I was told by other 2H tanks to stack strength - even with renown, etc etc. I went this "glass canon" and even tried F.O.
So players come from these other games and try to find this "archtype" that is a hybrid tank/dps.... Now you might argue the BO is a good example. Well frankly every 2H BO I have played with NEVER uses guard and in fact, they usually ask me for guard. Why? Because they want to focus on "Stab you gooder" crits with a big 2H and dont have time to assist off you. The better BOs that I know run SNB and focus on ancillary damage.
Or say they DO go MDPS as a Mara or WL - which are the "tankier dps-ers" you are NOWHERE near the tankiness levels of a tank and you constantly see over and over, these ignorant 2H tanks, NOT guarding you nor anybody on your team...
I sympathize with you looking at this how you do, and your perspective, but the issue I see is that the "ideal" is not the reality. Ideally people would L2P, I agree. I did, it only took me a few characters and months of playing to really figure it out... But I know guys who NEVER figure it out and still slot auras like "All out assault" only thinking of the total damage numbers at the end of the SC bragging about how they are top 2 DPS...
The issue I see, is that "ideal" doesnt really exists, there is too much of a big gap between the MDPS and the Tank classes. If you roll tank and move towards "DPS" you wont be guarding much and frankly will still deal crap damage. If you slot MDPS and even if you try and build tanky, you still will never get to the level of a tank. Also, if you DO do (hehe) any of those you instantly fall outside the "META" which is massively sub-optimal.
"most guilded tanks/competitive tanks do NOT have such a problem" - I agree. from my experience these are few and far between and almost impossible to find when said tank wants to roll a different class like a MDPS for "fun". Also most of these "guilded tanks/competitive tanks" have to roll DPS alts FOR FUN because maining a tank gets really boring after a while...
There is a reason the BO is extremely popular with his crit tactic... There is a reason Azarael buffed the SM damage back in mod 3... Because MOST tanks DO want to deal some damage. You want to hit someone with a big 2H weapon and see nice numbers. Its the tanks who focus on toughness and dont care at all about damage that end up doing the best job but end up only having the tank be an alt they bring if noone else wants to....
So why not do both. I get the "its not broke so why fix it" argument, however I would argue that it IS broke because general population NEVER uses it, "guarding" is almost only reserved for premades its seems and the tanks Ive talked to when on my MDPS class, basically throw you guard and then say "if you want the benefit you stick by me" which sometimes I can, othertimes I cant because he will Leeroy in and IM the one (on my mara) that is focused. So I think it IS broken for the general population and its why you so many 1 sided games that get pushed back to spawn. Whoever has the "coordinated group" wins. Even if its 3 dudes rocking a 1-1-1 setup, they will CRUSH a group of pugs.... why? Because of guard quite frankly. If guard where removed, it would remove a HUGE HUGE advantage premades have over PUGs. PUGs never use guard reliably... Premades do. Another is assisting, pugs never assist, premades ALL assist.
So why not make those two VERY important tools, more intuitive, more pug friendly, more rewarding for the guy that is guarding? Give him a benefit, make it worth HIS while to follow a MDPS guy around because he will benefit too....
Thats the only way to end the 100% selfish mindset I see so many times in PUGs... to almost "force" them to work together out of their own selfishness