peterthepan3 wrote:If pugs can't use guard in its current form (for the reasons you purport to be responsible ), then how will they use a version that requires even more coordination?
Well for 1 its seen as more of a "1 time use" ability so its much easier to be aware of when its used and if its working or not. When its passive the "out of sight out of mind" principle comes into mind. A PUG wont even bother casting Guard because frankly, guard is such a short range and he isnt going to follow that person around. However if that 2H tank SEES a guy infront of him taking a beating and Guard is seen as a proactive "active" ability, I think there is a HIGHER chance he might use that to soak up some damage.
Also, its not that it necessarily gives PUGs an easier way to use it, but right now in SCs you get 1 good tank who can guard swap, and its basically GG. PUGs are not coordinated so its not like an opposing good DPS can get players to swap target and FF with him. Forcing that 1 tank to be committed to guard just 1 target for 20 seconds allows other players to have the time to swap targets and have that window to burn someone down with an HD. I can think of my time in playing Mara and how frustrating it would be smacking at someone who is guarded, swap targets and even call it out with a buddy who we were Duo Qing with, and the guard gets swapped. I mean kudos to that tank for playing exceptionally well, but it was frustrating not being able to have a full coordination where we could super punt the tank away, or have ease in FF targets.
So I think it diminishes the impact 1 good tank can have in an SC in total, and at the same time, increases a skill gap for GOOD 6v6 gameplay as now 2 Tanks will almost be mandatory for guard coordination.
It also adds more perceived FUN to the game being an active ability that is cast with a CD. Eventhough in reality its not much different, its the active perception that makes it more fun. I mean how lame are KOBS/Chosen and auras right now? You cast it once and its done. While I think having to twist was overkill, there is a middle ground that could make the class more FUN - but thats a different topic.
So I think making Guard an active ability does everything for everyone:
- Diminishes its role in PUG SCs
- Makes it more "FUN" to use - more intuitive anyways.
- Keeps a high skill cap for coordinated groups.
I honestly cant think of a bad downside other than it is an overall "nerf" to guard but only a slight one which is why I had suggested possibly increasing the range to 50feet, so its a nerf in some aspects but a buff in others... Overall I do think this would make it more fun (IMO) to play - if guard were an active ability.