Feldorm
10-29-2005, 10:49 PM
<div></div><div></div><div></div>Problem 1: Guardians take too much melee damage. In game example: Bruisers can reach the same mitigaiton as guardians whilst having considerably more avoidance. Solution: Make the entrench line provide 3 times more mitigation, and 3 times greater debuffs too to balance it. Make it toggleable just as the HTL line. Take away the call of defence line - we don't want/need avoidance buffs. Also balance by i) Taking heat resist away from defensive stance, ii) Double the magical resists in other fighters' defence stances since they are largely ineffective atm. Product: Guardians become comparable to other fighters when tanking melee mobs but are less effective at tanking caster mobs. Problem 2: Taunts ineffective. In game example: Debuffs + damage creates more hate per power than taunts do. Problem particualrly prominent with certain scouts like brigands, and brawlers too. Solution: Make taunts become unresistable. Change recast on reinforcement to 30 secs. Product: Taunts create more hate per power naturally, since they are not resisted. Reinforcement becomes a useful aggro tool. Problem 3: Protection skills useless. In game example: Using Guardian's Sphere often gets you killed. Our protection buffs don't actually protect very much (lol). Solution: i) Change guardians sphere: e.g. (at AD3), 75% chance to intercept damage, group takes 0% of damage, caster takes damage according to his mitigation. Make recast longer to balance this, like 15(30?) minutes. ii) Change assauge line to use 1 concentration and be able to be acst on multiple targets. Product: GS becomes USEFUL. We might actually be able to protect! Problem 4: More than 1 guardian in a group / raid in inefficient. In game example: People complain when you have 2 guardians in a group, or 3+ in a raid, and it is demoralising because they have a good point! Solution: Change assauge as above. Add inturrupt to overwhelm line. Double duration on quelling blow / retaliate. Change vindication line back to how it used to be (something like, duration 30secs, drain power over time, 15% chance to stifle for duration of spell). Note: This gives us utility, not overpowering dps!. Note 2: This utility is in line with other fighters' e.g. heals wards fd evac etc etc Product: Having more than 1 guardian is useful because it will limit damage taken to the tank whilst not providing inbalancing dps. Problem 5: Guardian soloing ineffective compared to other fighters: Above solutions contribute to solving this problem. What these changes will do to guardians: + mitigation + utility... more than 1 guardian in a group will be useful - avoidance - dps (when tanking) + overall ability to tank melee mobs relative to other fighters - overall ability to tank caster mobs relative to other fighters No change to: dps when not tanking. Also taunting would become more effective for all fighters. Yes, I know there are other similar posts! These are just my ideas which I thought were feesable, realistic and sensible without being overpowering. Thanks <div></div><p> <span class="time_text"></span></p><p>Message Edited by Feldorm on <span class="date_text">10-29-2005</span> <span class="time_text">07:54 PM</span></p><p>Message Edited by Feldorm on <span class=date_text>10-29-2005</span> <span class=time_text>07:56 PM</span>