Quote Originally Posted by Zvim666 View Post
Red damage was garbage post mordor, why would you need to nerf anything? You could literally do more damage with a 1h and shield using shield skills and have a ton more survivability.
There was fair need to nerf the self healing. Playing red Guardian post u18.2 was really more about outlasting an opponent rather than actively trying to kill them. Most of your skills hit for essentially nothing so instead you just kept on healing whilst pressing random buttons.


Quote Originally Posted by Zvim666 View Post
lol which iteration of was stupidly overpowered? I think you are just upset your warden is no long playing in god mode.
Always a conspiracy. I haven't really played wardens since the switch over from Codemasters to Turbine servers, the skill delay screws with my gambits and just makes it not-fun all round. The overpowered aspect of red guardian was the fact that the healing took no effort on part of the player to trigger and it was not a small amount of healing. Prior to U18.2 it wasn't uncommon to heal from almost nothing to full via the use of a single AoE damage skill.


Quote Originally Posted by Zvim666 View Post
So landscape mobs are only going to come at red spec Guardians one at a time?
No? Are you suggesting that you absolutely need AoE knockdowns to fight multiple enemies at a time here? A ST traitline can manage just fine without AoE knockdowns but if you absolutely, totally, must-have an AoE stun....you can trait cataclysmic shout for a rather mild DPS decrease.

Quote Originally Posted by Zvim666 View Post
I think your arguments are idiotic and I am not even a fan of brutal charge.
To be clear your counter-arguments were as follows:
  • Because Red Guardian DPS was low it should only get buffs regardless of how other factors apply.
  • If I think Red Guardian was overpowered in some way it must be because I am a Warden who is crying about not being invincible.
  • People need AoE stuns/knockdowns to fight multiple mobs at once.