Tklees wrote:Idrinth wrote:Again, it's not about solving the issue directly, it is about improving the chances

Taking your example, the player is now hit by half the damage, doublig the time for the pug-tank to react, something in turn increasing his survivability.
And yes, pug tanks do guard, even if they are often pretty bad at it - most of the time they are just too slow.
Similar to that every second that the player lives longer increases the chances of a healer (at least randomly) using a cleanse, because there are too many icons beneath the defensive target or because it's a warrior priest that remembers there is something besides group heal on his bar.
This tiny increase of effective life won't help the worst pugs against the best groups, but that is not the original intention. It will move close fights closer together, something that the majority should be able to notice and appreciate, since they aren't steamrolled as badly.
The lack of coordination is not something we can solve, we can just make it a tiny bit less harsh - longer time to die for the losing side would help there.
my example completely left CC out of the equation. Tank is now punted off of the top of gates of ekrund by a BG or chosen who both now have long punt. No guard. And since we are fighting pugs some SM or Rdps has given us free immunities so you can't counter CC. Your healer is also staggered so you aren't getting healed. Do we really need to keep this going? Damage reduction is not the answer. I am open to a change to increase the state of life for pugs but it isn't damage reduction.
Reading your example, it is already a way more active fight than just bursting down a target before any pug could react

This would already archieve my goal here.
Damage reduction is not the solution, grouping is, but it's the easiest to adjust in small ways to provide a better balance of the teams and make new groups learn.
They'd be eased in a tiny bit, consider it the difference between getting a cold shower or an ice-bucket-challenge kind of shower.
@tomato
you might want to reread my proposal, it's not buffing pugs, but equalizing groups a bit for better challenges, no matter if pre-build or just pug. Also you'd already need to be losing before any effect is noticeable, so it won't ever give you a victory on it's own.
Regarding queuning solo and not looking for a group, there are three kinds of people usually:
- those that don't know better(would be helped by getting a chance to see weak group play in a pug that lives a bit longer)
- those that noone wants(try getting a group as the worst class of your achetype for example - not always easy)
- those that barely have time for one scenario(they could at least end up with a slightly better one)
The choice of tactics and skills is a comment I can't follow, optimizing your character for something is never zero effort, but it might just be more effective with a pug that dies too quick to be an offensive tank instead of a support one for example. As an example, in a pug a swordmaster on maxed Khaine with next to zero defence has a better chance to gain some rewards than a tanky one, since he could decide to assist and do the needed damage to kill anything at all.
Last but not least, why would it reduce group play, if the weaker group has a chance to learn instead of diing instanly?