peterthepan3 wrote: ↑Sat Apr 07, 2018 5:50 pm
Luuca wrote: ↑Sat Apr 07, 2018 5:39 pm
Tier 1 is an Island unto itself. One of the last remnants of the game from which RoR was spawned; albeit altered somewhat.
I am not nostalgic for such things, but tanking is near and dear to my heart.
Why Its a Bad Idea:
- Tanks having Guard at Level 1 will allow other players to ridicule them for not using guard from the very start. /2 salt will flow through the T1 lakes without impedance.
- Guarded healers (with any skill) in T1 will be all but unkillable.
- No way to separate the guard from the guarded as Hard CC and Punts don't materialize until later levels save for SW and SH M1.
Why Its a Good Idea
- may help "new" players understand how to use guard.
- Players who depend upon guard to go glass cannon will have it from the start
- Healers will get semi-God-Mode at Level 1 if a smart tank is around. (Taunt at Level 7 for tanks enables full-God-Mode)
ALl in all, and in conclusion, leave it alone. No Guard until Level 10. It is not necessary and the imbalance of it too early means more frustration for all.
Good points. I would counter with the following:
* 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.
* 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.
* 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?
I very recently managed to convince a coworker to come play warhammer for the first time. He had never played on live, or here before so his experience through tier one is brand new with experienced guidance. After discussions about what he wanted to do, we decided that he would roll a tank. I will be using his and mine experience as a basis for my points, and I will come back to his feelings below.
*Bad Idea Part 3 counter (1 and 2 have been sufficiently discussed already) - At level 8 RDPS classes gain their knockback morales. This is sufficient CC to separate guardee and guarder.
We did ORVR while queueing for scenarios; in the scenarios he was fairly happy with his class as he was able to body block a couple choke points and attack the squishy targets as I explained to him. He didn't feel quite tanky yet, but I told him thats normal for T1, missing gear and few important abilities.
In ORVR, he felt worthless. We happened to be outnumbered and pushed back to our warcamp, so he didn't get to do much except against the witch elf that tried (repeatedly) to kill me on my naked bright wizard.
The first night we got to lvl 7, and he's playing a kotbs. He was very disheartened by how useless he felt in orvr. So the next day at work (we can game at work on laptops, gangway technicians

) I showed him how my swordmaster plays in warbands and scenarios in T4. That raised his morale to want to get back at it; I told him the goodies level 10 brings.
He hits level 9, gets his snare ability, and immediately tells me how much more useful he feels in scenarios. At level 10 he gets guard and hold the line, he no longer feels useless even while out numbered in orvr.
*So yes I agree that moving guard to level 5 will make a good impact on both new players, and people trying out the archtype for the first time.
*Also to counter the carrot on stick progression arguments, you still have hold the line at level 10; which is also a defining defensive tank ability to look forward.