Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
It would be neat if you'd be able to personally alter/preset a "guard" ability, to favor the guarding of specific classes within your team/ vicinity. So you take a larger % of damage that those classes would be taking, unto yourself as a tank. Why should a tanks role be limited to individual shielding? A guard ability might help make playing tank more flavorful in pvp.
Edit: And the closer the tank is to the person he's guarding, or even to the person dealing the damage, will enable him to take higher % of damage for his allies, to mitigate the tank from staying behind everyone on the front lines, to keep himself useful when using the guard ability, with exposure and risk to himself real.
Thanks @Voidwalkers
I'm fine if this kind of area / range / vicinity group-targeting "guard" skills/stances has a duration and limits the tank's movement & positioning somewhat. e.g.
"For the next 10 seconds, automatically rush towards the next <target class> ally attacked (within X metres), protecting the ally and receiving 100% of the incoming damage (mitigated by the tank's stats & gear) in the ally's place"
Otherwise ranged-guards could end up with awkward (and stupid) looking situations like "the tank running around in the back kiting the attackers while soaking up all damage for his allies on the frontline".
Guard in WAR being single target was fine, any organized small scale PvP isn't a bunch of duels happening at once, someone is being focus fired. Knowing who to guard and when adds to the skill cap, and when in doubt guarding the healer tends to be a good bet.
An ability like this - which again, I would expect at least one tank variant to have something comparible to, but don't consider it an adequate substitution for tanks inherent lack of taunts in PvP in most games - is probably best left to the ability of the players involved in terms of who gains the most protection.
Make it so that players within 3 meters get a high amount, and players within 5 meters get less. That way, smart players can decide who gets what benefit, and dumb players are likely to lose their healer.