1) Guard isnt inherently hard to use. But its not a fun mechanic to most players. If it were, you would see people using it. The fact of the matter is, that its outdated. You play games today where "tanks" are given FUN abilities, such as creating a physical barrier to literally block damage for allies. I can think of games like Overwatch that do this type of thing - many games have now modified the "tank roll" to make it more FUN to use damage mitigation abilities.peterthepan3 wrote:What is inherently hard about utilising guard? Swap it to whoever needs it, stay within range, ???, profit.
While it can be clunky to use, the mechanic itself functions very well, and any issues with it (such as those you mention) simply stem from either a l2p problem, or stubbornness (probably more the latter) .The instances you raise (dps with no guard, etc,) are rectified very simply by making a group.
If people are dissuaded from using guard because they deem it hard/impractical, I dread to fathom how they'll cope with things like morale abilities, tactics, punts, kds, etc.
Right now, the responsibility lies solely on the tank to use guard and stay within range(as you said). Trust me, I main tanks. Thats basically ALL I play in ROR and I can tell you its not my favorite thing, but I do it anyways because it = profit. But its not FUN to do.
Also, this is why I questioned "what is the target audience" You talk about "make a group". What if you are a NA player logging on during EU times... Or vice versa. Or playing at night at you CANT get a group. Or maybe you can, but only get 1 tank... From my days at playing a Mara (retired now) I can count on 1 hand the number of times I got guard outside a premade group.
This is my entire point. The "target audience" of the Guard Mechanic is "hardcore PVPers" its NOT a "casual friendly" mechanic which I can PROMISE you has lead to many people leaving the game. I know first hand SEVERAL players who have stopped playing because "this game sucks for solo play" and I know it might be hard to fathom... but sometimes people just want to get online and Que up and PVP without worrying about "making a group" or "coordinating play times with friends" or being forced to "be in a guild" etc etc.
Like I said. The mechanic isnt flawed in the sense that it works... but it IS flawed in the type of community that can really play ROR.
It has nothing to do with L2P issues or "using morale/punt etc" to me, this means you really fail to grasp what I am talking about. I dont want to judge you, but I can tell you from spending years in ROR as well as playing MANY other games such as WoW, Diablos, Path of Exile, Neverwinter, Guild Wars, Overwatch, Paladins, Smite, etc etc. Most of these "newer" games have re-formulated how "tank mechanics" work.
What thay have done is made the tank a "damage mitigation" class for the group but have put some of the "responsibility" of getting that damage mitigation on the group member, not the tank himself.
So what would be a fun/better way to use Guard in ROR?
IMO, and I know you wont agree because you dont see the current problem... But....
Guard should be a 30 foot "aura" around the tank, in which he "intercepts" all damage meant for any ally within 30 feet (in his party). So what this means is any damage that was meant for say, that Slayer, instead is directed to the Knight who then spits 50% of it to the slayer. The damage meant for the slayer, would then be based on the Knights toughness stat + his avoidance (such as block/parry/dodge/disrupt). So it would be a much lower amount. This is merely 1 option. there are others. But the IDEA here is to make Guard an "aura" that protects anyone within 30 feet on him, not just 1 "target" which then allows all tanks to not haev to focus on guarding. If someone wants guard, they should run next to a tank. Period. If you are a Slayer or Mara, and not getting it, its on YOU now to run near to a tank, not his job to guard and follow you around. No guard swapping, or anything.
What THIS does, is raises the "floor" in PUG games. Now rather than having PUGs never use guard and never guard swap, tanks and PUGs can use guard which will make SCs and RVR more competitive to premade groups.
It will also create a better ROR experience for everyone.
You can then further modify this by lookin at things like:
- Focused Offense: Increase your damage 25%, decrease Guards effectiveness by 25%. (Which means you take 25%, they take 75%).
OR
When using a 2H: Maybe Guard effectiveness decreases to 40% (from 50%) making it not AS good as SnB. Things like this.
Point being. I DONT think this really changes "premade" play very much. In premade groups with 2 tanks, almost ANYONE ALWAYS has guard up anyways because the tanks are good at swapping. So what would this impact? Really nothing at high level play, but it would make PUG life SO much better and I will GUARANTEE you, that more people will actually play their "roles" in groups rather than trying to be DPS 2H Tanks or DPS Healers or "Tanky DPS".
We will likely disagree, and maybe ROR is "targeting" the "hardcore only" PVP player base... However with the DEVs claiming that "SCs are the minigame" I would wager the "hardcore 6 mans" likely have left ROR....
But I would be willing to bet money that changing Guard to something like this would have drastic impacts on PVP in a VERY GOOD WAY.