actually brewmaster monk has a mechanic exacly like guard, where you soak up 40% of dmg a team member gets and soak it up yourself as "stagger"(class mechanic, making burst dmg spread out over a duration equaling a dot)Battlefield wrote: ↑Wed May 14, 2025 12:41 pmHugatsaga wrote: ↑Wed May 14, 2025 7:16 am If you come from some another mmo pvp scene, say WoW pvp scene for instance, guard (and 15 sec detaunt for that matter but it's whole another story) looks incredibly OP and to be honest it is but at the same time it's such an integral part of the game that touching it is hard and anyone suggesting it will get flamed. Few years ago some devs tried to change 2h tank guard dmg reduction from 50% to 25% and it pretty much led to riots (tbh it was bad idea anyway). Then again guard makes more sense in large scale where no dps can stay in front line without it but at the same time in say 3vs3 it's insanely strong.
This might be controversial but I don't hate the OP's idea. 5 sec cooldown or something like that would be interesting. Good tank players would still get rewarded for initial fast guard swap but there would be more counterplay after guard swap.
In WoW there is the Warrior only in shield spec has similar like guard ability and it has several minutes cooldown, as I remember.
By the way, if devs made that Vigilance/Oppression requires now a shield so why not do the same with guard?
I as a player who almost solely plays smallscale with premade SC and roaming groups wholeheartedly disagree with everthing OP said.

RoR has a few design aspects that make it not die which are in my opinion the following:
- engine allowing semi fluent large scale open world combat compared to any other big MMORPG
- collision mechanic making it possible to create and hold chokepoints for sieges
- guard mechanic allowing for a tank classfantasy not present in any other game i know off
- a pvp meta that in it's core is very simple but hard to perfect
pvp gameplay loop is always the same. if you get overwhelmed in Scenarios, feel like everyone is perma guarded, you don't know who is guarding who, than you should first look at yourself. people spend hours or even days to set up their user interface and addons, finetuning every little ability, making priority black and whitelists to only show certain buffs in certain conditions. ofc a person simply slapping on Enemy and buffhead might get confused
Also i see OPs account being registered in 2015. why does a problem with guard arrise now? it's 10 years....
let me give you an example on how to kill any dps (that did not detaunt your partys DPS pre burst) in a matter of 3 seconds.
step 1: prepare burst
step 2: punt away tank 1, kd tank 2, kd dps 1
step 3: have your healers cc/silence enemy healer
step 4: burst dps 1
step 5: if not dead, go to step 1
step 6: if dead, target enemy ma and /smile
If anything would needs to be changed i could imagine actually reworking punts, so that a punt would remove the guard status effect and while being airborne it could be made impossible to use guard. so guard would only be castable while being on the ground. same would apply for jumping. This would slow down combat because tanks would need to spend 1 gcd to reapply guard and gives a longer burst window because no matter how shitty your punt was at least you broke of guard