My thoughts on the guardian thoughts
First of all i just want to give my opinion on most of the changes i will start with red just because it is split from the two tanking lines.
The Keen Blade
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The first step in doing this, is giving The Keen Blade an specialization perk. My current thought on this specialization is, to lean into the heavy nature of the guardian, while also using the changes to mastery. Along those lines the current thought is this: All outgoing healing is reduced significantly, and the physical mastery increases based off of your armour value. The trade-off here would allow for a measure of consistency in the combat hits of the red line guardian.
Reducing healing sounds great but the mastery on armour is just weird and instead imo there should be a normalization of stat derivations across the board.
Earned Traits
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Reactive Parry: Adjust the damage upward to give value to the trait.
This is mostly useless since you won't parry much in pve content for pvp its still fine but shouldn't be a top priority imo.
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Protection by the Sword: moves to 20 deep in the line
Kinda related to the previous statement this skill is just in a bad spot the range is too low and not getting all the positives from the tanks parry makes this mostly useless. A change that could work is triggering reactive parry for tank parrys aswell (and if tenderize stays also stacking that)
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Prey on the Weak: Moves to 25 deep in the line
Since there is nothing mentioned here except a move pls increase the damage its just bad aswell.
Purchased Traits
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Relentless Assault: Swapping positions from the blue line, this now increases finesse and increases the tick count on all guardian bleeds.
The finesse is not needed that much on red but still is on blue the replacement in blue line is also not too great since parry is just not great for boss encounters which is the blue guards new "niche" i guess with yellow being an aoe tank? More to that later.
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Thrill of Battle : Damaging Attacks in combat increase your Critical Chance by 1%/tier, Caps at 5 stacks, Critically striking resets the benefit
Will this add 25% fully traited and stacked or 5%? if its 25% then its cool if its only 5% just make it a flat 5% like every other class has.
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Thrust: While specialized in Keen Blade no longer requires a combat response
How will this work exactly? Does it still open up ttk or will it just be ignored in parry chains? If it is the first thing its fine else it will screw guards rotation. More to that also a bit later.
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Invigourating Parry becomes Invigourating Critical: Restore 1% to your power on a critical strike
Thats just not enough judging by the power cost from beta 2.
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Honourable Combat is Replaced with Rupture: To the King gains, remove all current bleeds for damage based on the number of deeds present, increases incoming damage on the affected target by 3% for 5 seconds/bleed removed.
I like the general idea of replacing the cap stone with a cash out which is damage oriented, but neither do i like tying all the group support to it nor the skill used for it. Ttk already has a lot of value with the self buff it provides to the guard and second thing is it is used very regularly currently. Regularly means every 7-7.5 seconds on live servers. With my thoughts on thrust not opening it this would already result in a delay since overwhelm has 10 seconds cd. And the other thing is you would apply your bleeds and just instantly clear them which is just not the point of a bleed.
My thought for a cash out would be to just make rupture a skill which deals damage based on remaining bleed ticks and then creates the group support. Now values i havent thought about too much a minute cd and just keeping you 3% per bleed inc damage for lets say 15 seconds. These numbers are just what came to mind very fast and not thought through.
Basing the damage of the remaining bleed ticks would be nice to create a burst when you know the bleed would be useless either way since the target would die/ get untagetable for example. And in general ttk is not a good fit for this as said before you just use it too often.
Another form of support could be to add a mitigation debuff to force opening either armour rating or just % for both mits.
And now last words for red a problem that will occur at the end of the 140 cap. With both the class essence and the red set gone there is again not reliable way to open up the parry chain. This is probably okay if thrust still opens up ttk else its not and just plays bad. To prevent this maye lower the cd of force opening. Same goes for power managment in red it only works on beta 2 because guardians ward restores power which you wouldn't use without the red set.
The Fighter of Shadow and
The Defender of the Free
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Relentless Assault becomes Skilled Deflection: which would change out the finesse increases, and replace them with a flat bonus to your parry.
Already said it for red but i will say it again blue guard needs the finesse and also the effect of the skill pls don't replace it with parry.
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Aside from that, there isn't much that we really think needs to happen.
I think this is quite of an understatement going into update 35. With the damage calculation break ranks will get quite a heavy nerf, i know it probably didn't work as intended on life but still, which will basically remove all of the guards offensive support. Pls scale it up a bit its one of the only offensive support abilities in the game with a defense trade off and its after the patch not even that good. Also what other people have written maybe sperate it from shield taunt and just make it a skill, this is not a priority tho.
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Our main objective with Fighter of Shadow is to define it's role more clearly. That is to say, not make this a supporting line, rather a line that gives the Guardian a third distinct role. That role is as an AoE Tank.
Our secondary objective, is to reduce the non-performant and abusive behavior that the line has without compromising the overall appeal of the line.
I feel like a tank line thats made especially for aoe tanking is just not needed. Blue guard does that aswell and without this blue guard isn't even a top pick anymore because that is the only strength of a guard currently which might change with the warden update (still speculation since it's not finished).
I think it could work if is different enough from blue, but i feel like looking at current balancing just having one tank line on the class and a utility line would be easier not necessarily better.
I will still give my thoughts on the yellow ideas and afterwards some ideas how to do both these ideas and the utility line thing maybe.
Specialization Perk
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Attacks against targets affected by Take to Heart, have a 50% chance to restore 5% of your max morale. Cannot occur more than once every 5s.
All melee skills become AOE.
Both of these are fine.
Earned Traits
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Take to Heart: Usable outside of combat, loses toggle status and becomes a visualized hotspot with a duration, maximum size, and maximum targets to affect.
This is an idea i really like and think could work pretty well in terms of sustainability against a large amount of mobs.
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Flash of Light: Damaging skills executed by the guardian become Light damage.
This is just a nerf in terms of damage and in that regard also aggro. The support for light damage ist quite bad. If you want numbers on that i can provide them sepperately, I just feel like it's cool from the class fantasy but bad in terms of gameplay.
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Disabling Strikes, Manifested Ire, Incapacitation, Mark of Permanence: Only applies to targets within the Take to Heart effect.
Also a change that is okay but the debuffs need reworks aswell.
Purchased Traits
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Radiate: Increases the range of Take to Heart by 1m Increases affected Targets by 1
Sounds good, as said before i like the idea of take to heart.
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Numbed Senses: Adds 1 second to the cooldown of Ignore the Pain, + 1 Increases to Debuff Removal
Even tho its a small nerf i don't mind this it is a good trade off and makes sence
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I must re-iterate - these are the initial thoughts that I am tossing over the fence to all of you after getting a sanity check with the team. Looking for your thoughts and feedback before I start to dive headlong into implementation.
And now my thoughts.
One idea that came to my mind is having the effects listed here be merged into blue line and have two stances for st and aoe which swaps arround some skill for example only having access to take to heart and the debuffs + aoe skills in the aoe line and maybe warriors heart and redirect only for st. This also isn't thought through enough to give you a full layout for it. The yellow line could just become the supportive line like it is on brawler with stull like the current relentless assault and other tools you might want to be universal.
The other is if you manage to make yellow a destinct line which you would like to have in certain situations without butchering blue that is also fine for me since i enjoyed all 3 specs throughout my time in the game. But balance is very important in this case and could be harder than option 1.
Thats it from me for now thanks for reading it.