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Guard should be buffed to be on par with Barrier


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34 réponses à ce sujet

#1
TMB903

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Cuz right now it is miles below Barrier (if that means that the enemies "Guard" is buffed as well then so be it). On Perilous it just doesn't measure up to what it should be. If any devs read this and decide to respond I'd love to hear if it's being considered ASAP.
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#2
hellbiter88

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yeah I actually agree with this, to an extent. You get much less guard than you do barrier and it get's chewed up pretty fast. Then again, if they buffed it, those with guard and barrier active would be practically immortal.



#3
Jugger nuggss

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They won't read it.
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#4
TheThirdRace

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yeah I actually agree with this, to an extent. You get much less guard than you do barrier and it get's chewed up pretty fast. Then again, if they buffed it, those with guard and barrier active would be practically immortal.


Buff Guard to be by default at least 75% of health and make it easier to fill too.

Reduce Barrier effectiveness... With a good staff, a level 1 Keeper gives you over 3K hit point for 10 seconds! A level 2 can keep it up indefinitely with the upgrade on Barrier as long as you always cast it on 2 players... I think Barrier be reduce significantly without any real problems.

Reducing Barrier would also make the Arcane Warrior less effective, which is THE good way to balance him. But I'm sure Bioware will find an incredibly stupid way to balance him like they always do. They did this on ME3MP and now they're doing the same with DAMP. For example, we said we couldn't escape the one-hit knockout from the Demon Commander? Did they made it easier to escape? Did they reduced the area for the hit? No, they made the Demon Commander a wimp even easier than the Venatori... the absolute worst decision they could have made. And they'll do it again, I can see it a mile away...

#5
Steinroller

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A good staff doesn't even have anything to do with it. Keeper's are almost entirely non gear dependent.

#6
Jkregers

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A good staff doesn't even have anything to do with it. Keeper's are almost entirely non gear dependent.

 

Incorrect, a good staff does have something to do with it. From 3,540 barrier for my keeper at level 1, it goes down to 996 if I equip the worst staff. So yeah, a good staff does have something to do with it. 


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#7
Altruismo

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A good staff doesn't even have anything to do with it. Keeper's are almost entirely non gear dependent.

 

Huge misconception!

Your Barrier value is based off your staff damage.

Check yourself, equip the Inquisition Staff and your barrier will be around 1/3 to 1/4 what you get if you're using a top tier staff, mouse over the skill and read the tooltip.


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#8
Shadohz

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That's a scary proposition. There are 2 major areas of damage mitigation: Guard and Barrier. You don't want every kit have a default high damage mitigation or else it would cheapen the team aspect allowing multiple kits to play as silos. That's currently the problem with Barrier. You can see that already with the AW, Keeper, and Ele (to a lesser extent).

The AW's Fade Shield could be tweaked down to make it on par with other kits. It's like giving the Geth Engineer healing turret to the GI, then saying "Problem? What problem?" The Keeper should probably be tweaked down to not allow it to cast Barrier so often. The Ele, I'm not sure about just yet.

 

To say Guard should be on par with Barrier doesn't sound too good. I agree it Guard regeneration for Leg, Kat, Reaver, and Templar should be buffed slightly but not to that level that mages currently have. I say that for two reasons: 1, because it's true. 2. because I get tired of seeing Tank kits stand for half a match trying to gen Guard and not killing anything.

Based on the comments made from the developers, they won't be making changes to barrier behavior anytime soon.



#9
Jkregers

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That's a scary proposition. There are 2 major areas of damage mitigation: Guard and Barrier. You don't want every kit have a default high damage mitigation or else it would cheapen the team aspect allowing multiple kits to play as silos. That's currently the problem with Barrier. You can see that already with the AW, Keeper, and Ele (to a lesser extent).

The AW's Fade Shield could be tweaked down to make it on par with other kits. It's like giving the Geth Engineer healing turret to the GI, then saying "Problem? What problem?" The Keeper should probably be tweaked down to not allow it to cast Barrier so often. The Ele, I'm not sure about just yet.

 

To say Guard should be on par with Barrier doesn't sound too good. I agree it Guard regeneration for Leg, Kat, Reaver, and Templar should be buffed slightly but not to that level that mages currently have. I say that for two reasons: 1, because it's true. 2. because I get tired of seeing Tank kits stand for half a match trying to gen Guard and not killing anything.

Based on the comments made from the developers, they won't be making changes to barrier behavior anytime soon.

 

In a perfect world, tanks would aggro mobs to take damage away from the team. Killing mobs would be a minor role for them. I think barrier should have higher defense again projectiles and magic, but should be weak to melee damage. So, give melee mobs +500% damage to barriers, which would force AW to isolate targets and actually learn some skills....instead of easy mode skill spamming in the middle of a crowd without even glancing at life. Increase the power of the AW sword, so when you're bobbing and weaving, when you finally get to land a hit, it pays off. 



#10
Courtnehh

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I think barrier is too strong at the moment, balancing guard and barrier to be on par with each other (or closing the gap) is certainly needed.



#11
SolarSpaghetti

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Buff Guard to be by default at least 75% of health and make it easier to fill too.

Reduce Barrier effectiveness... With a good staff, a level 1 Keeper gives you over 3K hit point for 10 seconds! A level 2 can keep it up indefinitely with the upgrade on Barrier as long as you always cast it on 2 players... I think Barrier be reduce significantly without any real problems.

Reducing Barrier would also make the Arcane Warrior less effective, which is THE good way to balance him. But I'm sure Bioware will find an incredibly stupid way to balance him like they always do. They did this on ME3MP and now they're doing the same with DAMP. For example, we said we couldn't escape the one-hit knockout from the Demon Commander? Did they made it easier to escape? Did they reduced the area for the hit? No, they made the Demon Commander a wimp even easier than the Venatori... the absolute worst decision they could have made. And they'll do it again, I can see it a mile away...

No. Bad idea, you should never ask for nerfs. The rest of the game should be brought up to AW/ barriers level instead.


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#12
TormDK

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The problem with Guard is that only one class will often generate a full bar (Lego), as all the other Warriors classes have to do active blocking (Shieldwall or Block and Slash) or as the Templar, can spec for Unbowed.

 

I'm in favour of active blocking though, because there is a certain element of skill involved on managing your Guard bar, but I do understand that on Perilous one stray arrow will ruin the guard you've spent minutes trying to build up.

 

Personally, I think a small increase in +guardmax (prehaps +40% per talent taken, rather than +25% as it is now) would be appropriate for everyone but the lego - why not the lego you ask? Because he can already fill his guard bar twice (Warcry, Counterstrike, one relatively short recycle time, and one longer recycle time) in the most common builds used, plus he has enough going for him as it is from a survival perspective.

 

Also, Bioware could look to release Tier 4 armour, with a higher base armour class to help offset some of the damage.



#13
Courtnehh

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By the way, could you imagine how strong the druffalo would become if all aspects of guard were buffed? *shudders*


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#14
Kalas Magnus

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buff both



#15
Kenny Bania

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By the way, could you imagine how strong the druffalo would become if all aspects of guard were buffed? *shudders*


Ugh!!!!

#16
ALTBOULI

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By the way, could you imagine how strong the druffalo would become if all aspects of guard were buffed? *shudders*


Buff the Druffalo!
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#17
Shadohz

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Buff the Druffalo!

That your pron handle? Mine's NerfaCaine. I think we've met before. :lol:



#18
KalGerion_Beast

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The issues with guard is that its affected by armor.  In SP guard with decent armor will take you much further than MP, since armor values are extremely low by comparison.  Either buffing/making better armor for melee characters, or increasing the base % of max health that acts as guard would go a long way to helping reduce the gap between effectiveness.  


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#19
coldflame

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If guard is buffed to the level of barrier then it would need to be decaying overtime just like barrier. Otherwise, guard would just be too op. It is better for guard stay as is now.

#20
Altruismo

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Buff guard...

Katari with To The Death becomes the new forum AW.

World goes mad.


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#21
Shadohz

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In a perfect world, tanks would aggro mobs to take damage away from the team. Killing mobs would be a minor role for them. I think barrier should have higher defense again projectiles and magic, but should be weak to melee damage. So, give melee mobs +500% damage to barriers, which would force AW to isolate targets and actually learn some skills....instead of easy mode skill spamming in the middle of a crowd without even glancing at life. Increase the power of the AW sword, so when you're bobbing and weaving, when you finally get to land a hit, it pays off. 

To borrow your phrase... in a perfect world barrier wouldn't be a lolcrutchspell and Guard would do what barrier does. The spell practically nullifies the warrior tank role. As you said, barrier would be strong against magic/projectiles and weak to physical. It would also be completely removable with 'dispel' (a power they could give to the Ventari mage). The opposite would be true for Guard with the exception of non-AP projectiles. The AW also being hybrid class wouldn't have the same health base as the other mages but would be somewhere in the area of Rogues. It also would only be mediocre in both physical and magic attacks. 



#22
SolarSpaghetti

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By the way, could you imagine how strong the druffalo would become if all aspects of guard were buffed? *shudders*

And then they could take it a step further and give giants guard! Its genius!!



#23
Courtnehh

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And then they could take it a step further and give giants guard! Its genius!!

That was not a suggestion o.o

 

If guard is buffed to the level of barrier then it would need to be decaying overtime just like barrier. Otherwise, guard would just be too op. It is better for guard stay as is now.

I don't think guard should be buffed to the same level as barrier but does deserve some kind of buff, guard is absolutely useless in perilous, 1 hit takes the majority of your guard straight away.


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#24
Jbrizzy84

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So true, this is why I don't promote for constitution. A tank and their guard in essence should always be stronger than other classes. It's the first time I've seen in a game where every other class is stronger than the supposed tank. Buff to be better than barrier or Nerf barrier to be less effective than guard? You guys figure it out.

#25
Beerfish

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Guard is not bad as is on lower or mid level but it is for sure not on the level of barrier on perilous,