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Proposed change to Guard (AvA skill)

Solariken
Solariken
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As we all know, there seems to be a significant spike in the number of premades in BGs with healers. They usually have at least one if not two Guard beams up nearly the entire match which lets them zerg through PUG players like shooting fish in a barrel.

Without neutering Guard, I'd like to propose a change that I feel is very fair:

When the Guard caster is stunned/CC'd, the beam breaks.

This does not weaken the skill BUT it does mean that it requires maintenance and more uses of the GCD, which should provide the short window of chance that players need for a successful attack against such stacked groups. It provides reasonable counterplay against an enormously powerful skill.

What do you guys think? Is this fair?
Edited by Solariken on November 7, 2018 3:45AM
  • Brutusmax1mus
    Brutusmax1mus
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    I dig
  • Valykc
    Valykc
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    I also support this, they could always counterplay with immovable pots.. so yeah.. maybe ZOS should hire you haha
  • Zeromaz
    Zeromaz
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    I’m down
  • Vapirko
    Vapirko
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    Anything that supports more cognitive play, I’m down for it.
  • Minno
    Minno
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    Agreed.
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  • Ishtharo
    Ishtharo
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    Only iff the beam does not break when you switch bars.
    Guard is already easy to counter, simply leave those two alone. If the tank is guarding a healer, they won't do any damage, if the tank is guarding a DPS, focus down their team mates, then deal with them (or leave them). Alternatively, knock them out of range of each other.

    Guard is a skill that requires double barring, giving the player with guard only 8 other total abilities to run a team support skill that costs between 3500 and 4k stam to activate. The ability itself is already fairly balanced, you just need to use tactics in order to get around it.
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  • Qbiken
    Qbiken
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    Ishtharo wrote: »
    Only iff the beam does not break when you switch bars.
    Guard is already easy to counter, simply leave those two alone. If the tank is guarding a healer, they won't do any damage, if the tank is guarding a DPS, focus down their team mates, then deal with them (or leave them). Alternatively, knock them out of range of each other.

    Guard is a skill that requires double barring, giving the player with guard only 8 other total abilities to run a team support skill that costs between 3500 and 4k stam to activate. The ability itself is already fairly balanced, you just need to use tactics in order to get around it.

    The skill is by no means balanced in any way.
    The main issue with the skill is how the damage mitigation is calculated. Very good thread explaining things here:
    https://forums.elderscrollsonline.com/en/discussion/431078/guard-feedback-thread#latest
  • TheYKcid
    TheYKcid
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    Guard is completely busted in BGs. No one should be able to generate such an insane amount of survivability, constantly, with close to zero input. I'd support this nerf and MORE.
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  • Solariken
    Solariken
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    TheYKcid wrote: »
    Guard is completely busted in BGs. No one should be able to generate such an insane amount of survivability, constantly, with close to zero input. I'd support this nerf and MORE.

    While I do agree with you @TheYKcid , this change would be enough to at least grant some counterplay. The next thing I would change is give it more and stricter line of sight checks.
  • Feanor
    Feanor
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    Guard is already easy to counter, simply leave those two alone.

    That’s a good argument. We can just leave any attempt at balance behind this way.
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