and thats why we have solutions for these situations.Battlefield wrote: ↑Sat May 31, 2025 9:16 pmThis is your opinion as for me more horrible current state of the guard, when 2 tanks essentially guard the entire group, swapping guards with massive damage reduction without any cooldown and together with overpowerful healing in this game, it allows players to neutralize incoming damage under healing almost.leondre25 wrote: ↑Sat May 31, 2025 6:03 pmthis would quite literally make tanking so much worse.Battlefield wrote: ↑Sat May 31, 2025 4:32 pm It seems to be the most suitable version is to make a guard in the form of an aura that will reduce incoming damage to the entire group by 25%,
All group will be guarded and don't need to swap it every few seconds and balanced damage reduction, also quite acceptable for warbands and mass battles and it solves crossguard problem in scenarios.
skill cap lowered. overall damage taken lowered(good luck breaking past tanks to aoe burn healers)
if the damage taken is still transfered then only the tankiest of tanks will be viable.
this sounds horrible
All other examples have been described on the previous pages.
(AoE Damage, heal Debuffs, Punts and Knockdowns, coordinated Go moments, Morales).
assuming its a 6v6 played with optimal gear and specs. there should be no issue. is it gonna be a large slap fest? yea pretty much
but you have ways around it. and if you dont..... maybe your team comp just got countered?
But at the tippest toppest tier where 6v6 tankiness can be an issue(im gonna say Ranked SC). maybe the devs need to look into dampening?