peterthepan3 wrote: ↑Sat Apr 07, 2018 5:50 pm
* Potential ridicule from people doesn't really hold much weight when it comes down to balancing gameplay mechanics. Even at level 40, one can potentially be ridiculed for not using Guard 'properly'. Ridicule comes in all shapes and sizes, yet it should not hold any weight when talking about giving the tank archetype its most fundamental skill earlier on.
If the idea behind Guard at level 1 is to give "new" players the core class ability, then I consider ridicule to be more of a concern. You see, a level 40 Tank makes a conscious decision as to use guard or not and has leveled to 40 in RoR. The amount of abuse tanks get is second only to DPS Healers. By the time the tank hits 40, he is either good at his class or has chat disabled.
Saying that 'new" players "learning" to use Guard at level 1 is important and in the same opinion saying "new" players who have never played a tank before will be just fine and dandy with the /t /2 and /t1 abuse they will be getting for not floating guard like a god is not reasonable. Truly new players may simply quit. Veteran players will simply use the Guard ability as intended and cause the TTK to go up significantly. So which is it? Is it "new" players trying out tanks in RoR need to learn how to use guard early? or is it veteran players who are used to using guard, or being guarded and understand how important it is, want guard at level 1 so that their organized T1 groups can be more effective? How much ridicule of the "new" tanks comes into play is determined by which scenario you claim to be promoting the Guard from level 1. If it is truly NEW players, I say avoid the early salt and leave guard at level 10. If its truly veterans who just want to have a killer gank group in T1 and want guard, then I say leave guard at level 10. Its six of one, half a dozen of the other. Either way, leave guard at 10.
peterthepan3 wrote: ↑Sat Apr 07, 2018 5:50 pm
* Level 10 healers with a guard at the moment can still be killed; surely a level 1 healer with a level 1 guard would be even easier to kill? Having few healing abilities in your arsenal (at level 1, you have...1 ability), coupled with a finite AP pool, will still allow for the inevitable to occur.
While true, guarded players at level 10 do die. Just not as easily as unguarded level 7 players. That's my point. Up to level 7 (pre tank taunt) everyone, including the tanks, are on about an equal level. Guard at level 1 will imbalance this so greatly, it will make guarded healers very very VERY hard to kill. At level 10 Healers get Rez , tanks get guard, and many other abilities are in play. Keep the pre-10 stuff simple like it is now. Placing Guard at level 1 may place a very high importance on finding an organized group in order to be effective.
peterthepan3 wrote: ↑Sat Apr 07, 2018 5:50 pm
* CC is another issue altogether, and I can see what you mean, but isn't this already the case in regards to limited methods of separating guard from guarded with level 10+ players? How does it differ for lower levels?
see above