Wargrim said lvl 5 is approriate in terms of Bolster; this is aggreable. This proposal is not about teaching people to play archtype, but to make that archtype gameplay available in the first place, as soon as possible. What tanks choose to do/not do with it is their own business. Guarding/Tanking is the archtype defining feature. For a Healer archtype, the equivalent would not be Resurrection, as one have argued, but the healing abilities they already posses in appropriate amounts for their levels. As such the Healer archtype gameplay is in effect from level 1. The tank archtype gameplay is not. Whether or not Stealth falls in the same category is not my table; it might.
daniilpb wrote: ↑Sat Apr 07, 2018 5:55 pm Guard ablity is only an one side of “tanking”... So why not give them all those “tanking” things at level 1 like taunt, challenge and punt which really improve tanks’ gameplay and make it really fun. I believe everything should be given in right time.
Snare is also a very important thing for tanking (which most of tanks underrate sadly) but every tank has different level requirements to get it. Same goes for punt - it is very important too.
The emphasis in this statement should be on "improve tank's gameplay" The emphasis of the proposal is to unlock the tank gameplay in the first place by releasing the core ability.
peterthepan3 wrote: ↑Sat Apr 07, 2018 5:11 pm A possible counterargument to giving tanks their guard (or, indeed, WH/WE stealth at level 1) is that putting it at level 10 gives the player something to fight/strive for; a sense of achievement.
There is much more sense of acchievement in every second of pulling your own weight, the way you are supposed to.
We all know this game is about group compositions; the 2/2/2 and its variations, or the simplified 3man. In current game, this setup is not acchievable pre-level 10. Group dynamics are incomplete as a result. What we all strive to do, Teamwork, is effectively cut off the menu, and that is the major concern and ultimate reason for this proposal.
Balancing: It has been mentioned that the limited scope of abilities will likely prevent guarded healers from reaching God Mode, and that both sides will receive same treatment. So far so good. One issue raised that might in fact cause trouble is the fact that hard CC like Knockbacks are missing in T1; splitting guard targets can prove very difficult indeed. A counterproposal will follow. However let it also be noted that, as Dabbart pointed out, tanks will have limited mitigation from Block and Parry; more damage will come through to the receiving tank, amounting to increased pressure than what we are used to in later Tiers.
Potential further proposal to compensate for lack of CC in Tier 1: Guard ability offers 35% damage reduction only, climbing to the full 50% at level 10.