You aren't thinking in an objective way then. The reason of why it's a stomp is because one of the sides has a better composition and more gear.
I could say that the reason I identify is that slayers under rampage ignore defenses, basically cutting through anything and anyone. And maybe, the reason of why you can't kill anything is for the reasons I mentioned above, maybe your gear is low, maybe your tactics are wrong, maybe your RR points, skill-trees are wrong, maybe you play a class that's underperforming, it could be for a plethora of reasons, but that you came up with guard being one, is just unbelievable. On the other hand, guard is a balanced mechanic that both sides have access to and nevertheless, worth mentioning is that guard was nerfed a while back.
So you think that people using their available CD's and defensive tools are a problem. I suppose you'd rather fight training dummies. Let's remove all those defensive stats then, right?Justina wrote: ↑Mon Aug 09, 2021 1:20 pm It's not the guard alone, it's the combination of people stacking -crit, tough, wounds, use detaunt, get bubbles and heals from healers, use their own bubbles, hots, disrupt/parry/block, cleanse, abilities, morals like bellow or knock downs, stagger, interrupts, punts. There is such a great amount of defensive tools but the dps classes on the other hand have very little to counter that or break through.
That's the point of guard, is to mitigate damage on a team mate that will probably become the focus of the enemy. If your damage is reduced to 0 despite being maxed as a glasscanon, then again we have a balance issue regarding your DPS class, not guard.Justina wrote: ↑Mon Aug 09, 2021 1:20 pm However, the guard seems to have the most impact on damage mitigation. Especially dps class with lots of smaller hits like the dot classes suffer the most from all that defensive stuff. Their damage is being reduced to almost zero while running maxed glass cannon builds.
Well this is something new. I have seen plenty of 2handed kotbs having lower damage than a full healer archmage that dots from time to time. SM has low damage, Chosen has high numbers but it's all aura damage... In short, all tanks have borderline negative damage except IB, and his damage isn't that great either, just an above average for a tank, still inferior to a pure DPS class.
The only powerful melee class is Slayer, because they have a mechanic to pierce through defenses. Every other class is pretty much the same, some underperform even, quite a few actually. Personally, I think that all melee DPS (stealthers not included) and tanks are underperforming in terms of damage and casters lack CC and survivability.Justina wrote: ↑Mon Aug 09, 2021 1:20 pm I think we are at the point now where melees are too powerful and one of the reasons is guard for sure. Take WEs/WHs for example. They are ment to be solo killers and have a lot of tools to survive solo. Now add guard, bubbles, heals, morals and all the stuff I mentioned before to that and you have a pretty much unkillable WE/WH that is wrecking everything in their way.
WE/WH's are overperforming. Not because of the damage but because they have more defensive tools than some tanks like in example BG, which is extremely questionable.
I thought your point was to remove guard? I guess you only want it removed for one faction now? Are you destro ready to claim order bias? or are you order ready to claim Destro bias? True, defensive tools and stats also bother you, let's remove everything altogether so we can just smash ourselves into each other.
That's the point of guarding, to give guard bots, aka tanks a reason to exist. So again, you want to simply remove guard and all defensive stats so we can mindlessly smash each other... interesting.Justina wrote: ↑Mon Aug 09, 2021 1:20 pm Thus guard is having a huge impact on the outcome of fights. Everybody knows that. They know that they wont win city fights when there are not enough tanks. They know they need tanks... what they might not know is that it is mainly guard on top of bellow, CC and pushing power that makes them win the fight.
Punt is the tool to make guard innefective, and as I said a trillion times, slayers couldn't care less about guard, they just cut through it when they pop rampage. And tanks suffer from guard damage, quite a lot, especially against slayers. Let's nerf healers too so you can kill something.
So we have to render useless an already uselees archetype just so you can kill something because you're unable to organize a party and tell your tanks to punt their tanks away. Or because you're unable to properly spec ST. Interesting again.
I think my cat has given me better arguments on why should I feed him canned tunna, and the only thing he has said is meow which apparently sounds more convincing than your essay on guard.
Troll post, I don't even know why I wasted my time replying.