[Guard Rework] A suggestion to better balance RvR and SCs.
Posted: Tue Jun 14, 2016 12:37 am
So something I have noticed and firmly believe is a major cause of "balance issues" is the lack of in game support surrounding guard. Suggestions have been posted since the beginning of time for this, but what can be done is limited and good players will frankly coordinate in comms. However I cant tell you how many times players either forget OR dont place themselves close enough to the target they are guarding. I think on my lvl 40 Mara (RR~34-35) I have had guard maybe ~5 times in SCs. When I DO get guard, that tank is more often running around byhimself NOT trying to stick by his "guard-ee".
I have played multiple tanks on multiple sides and see this as a MAJOR issue that even the "best tanks" in the game dont do as well as we should. Not just that but the "DPS tanks" who think they are MDPS NEVER guard because they are frankly selfish and built themselves as glass canons. So what I am about to propose, undoubtedly, would be a HUGE change to the game and would not only change how tanks are built, but also how PUGs work together and I THINK the end result would be massively favorable to the game....
SUGGESTION: Remove the 30% damage bonus from Taunt. Instead make this (taunt) a "single target" Challenge. Meaning that target does 30% less damage to everyone except you. This would not stack with actual Challenge, but now the tank class has TWO "damage reduction" taunts. 1 is AoE the other is single target. Allowing for a tank to play some BIG utility here.
What does this have to do with Guard? Well simple. ADD back the 30% damage (or make it ~20-25%) whenever a tank is within 30 feet of his guarded target. Call it "Synergistic Strikes" as a buff or something. Basically gives the tank class the damage from taunt, but only when guarding a target.
What this does is now whenever someone wants to play a "DPS Tank" they are FORCED to build around guarding a target for max damage. But what this means is no more glass canon tanks and this also means they are forced to try and work as a TEAM to deal good damage so durable tanks are favored and this forever ends the debate on how glass canon tanks can provide "pressure" too.. Because now even a DPS tank with a 2H is going to need to build tanky to eat guard damage to keep the damage boost going. I think you will find major gameplay changes as tanks will nearly ALL be focusing on guarding rather than whatever else they like to do (leeroy jenkins in with a 2H?)
Another idea to consider with this is "Focused Offense" could be incorporated into this further. This tactic has LONG been the topic of debate where the armor loss makes you as squishy as non tanks, but only 15% increased damage doesnt make you a MDPS. Not to mention the loss of whatever else in that tactic slot. So what I would propose here is "Synergistic Strikes" (or w.e the damage boost from guard is called) would NOW provide 15% MORE damage however it reduces the guarded damage by 15%. Meaning your "guard-ee" takes 65% of the damage and you take 35%. So you are giving up some "guard benefit" for your own damage benefit but ONLY whilst guarding someone else. So this would be the "glass canon" tank version which frankly is MUCH preferred - even at 35% - to the current 2H tanks that NEVER guard. OR another version of this would be, That it INCREASES the guard damage you take by 15%. Meaning if it WAS 50-50 split. it would now be a 50-65 split or something. So you literally end up just taking more damage from guard (as you are 'focused on offense'). Either way I think would work fine. You LOSE something with guard (either protective power, or tankiness while guarding) to gain damage.
So take a step back and what this DOES is:
1) Promotes ALL tanks guarding ANYONE possible - even guard swapping to nearby allies in order to gain a damage bonus
2) Provides a little more utility in terms of "damage reduction" via TWO taunts instead of 1 being a damage bonus and the other a reduction
3) Ends the glass canon tanks as they are not viable any longer
4) Possibly fix/reworks Focused Offense to be somewhat viable tactic where as now its completely useless.
Now I realize this is a MAJOR change and one I have not thought about lightly. But I FIRMLY believe this would be a HUGE QoL increase for EVERYONE in the game since now guard would be much more valuable TO the tanks themselves - where as right now all it does is help the group.
I have played multiple tanks on multiple sides and see this as a MAJOR issue that even the "best tanks" in the game dont do as well as we should. Not just that but the "DPS tanks" who think they are MDPS NEVER guard because they are frankly selfish and built themselves as glass canons. So what I am about to propose, undoubtedly, would be a HUGE change to the game and would not only change how tanks are built, but also how PUGs work together and I THINK the end result would be massively favorable to the game....
SUGGESTION: Remove the 30% damage bonus from Taunt. Instead make this (taunt) a "single target" Challenge. Meaning that target does 30% less damage to everyone except you. This would not stack with actual Challenge, but now the tank class has TWO "damage reduction" taunts. 1 is AoE the other is single target. Allowing for a tank to play some BIG utility here.
What does this have to do with Guard? Well simple. ADD back the 30% damage (or make it ~20-25%) whenever a tank is within 30 feet of his guarded target. Call it "Synergistic Strikes" as a buff or something. Basically gives the tank class the damage from taunt, but only when guarding a target.
What this does is now whenever someone wants to play a "DPS Tank" they are FORCED to build around guarding a target for max damage. But what this means is no more glass canon tanks and this also means they are forced to try and work as a TEAM to deal good damage so durable tanks are favored and this forever ends the debate on how glass canon tanks can provide "pressure" too.. Because now even a DPS tank with a 2H is going to need to build tanky to eat guard damage to keep the damage boost going. I think you will find major gameplay changes as tanks will nearly ALL be focusing on guarding rather than whatever else they like to do (leeroy jenkins in with a 2H?)
Another idea to consider with this is "Focused Offense" could be incorporated into this further. This tactic has LONG been the topic of debate where the armor loss makes you as squishy as non tanks, but only 15% increased damage doesnt make you a MDPS. Not to mention the loss of whatever else in that tactic slot. So what I would propose here is "Synergistic Strikes" (or w.e the damage boost from guard is called) would NOW provide 15% MORE damage however it reduces the guarded damage by 15%. Meaning your "guard-ee" takes 65% of the damage and you take 35%. So you are giving up some "guard benefit" for your own damage benefit but ONLY whilst guarding someone else. So this would be the "glass canon" tank version which frankly is MUCH preferred - even at 35% - to the current 2H tanks that NEVER guard. OR another version of this would be, That it INCREASES the guard damage you take by 15%. Meaning if it WAS 50-50 split. it would now be a 50-65 split or something. So you literally end up just taking more damage from guard (as you are 'focused on offense'). Either way I think would work fine. You LOSE something with guard (either protective power, or tankiness while guarding) to gain damage.
So take a step back and what this DOES is:
1) Promotes ALL tanks guarding ANYONE possible - even guard swapping to nearby allies in order to gain a damage bonus
2) Provides a little more utility in terms of "damage reduction" via TWO taunts instead of 1 being a damage bonus and the other a reduction
3) Ends the glass canon tanks as they are not viable any longer
4) Possibly fix/reworks Focused Offense to be somewhat viable tactic where as now its completely useless.
Now I realize this is a MAJOR change and one I have not thought about lightly. But I FIRMLY believe this would be a HUGE QoL increase for EVERYONE in the game since now guard would be much more valuable TO the tanks themselves - where as right now all it does is help the group.