I know that balancing classes takes a lot of time but playing a GF at the current state feels depressing. We are useless in pve and weak in pvp and since the introduction of mod 3 we also struggle in solo content.
I'm not asking for a complete, just some little buffs here and there to make playing a GF a more enjoyable experience till you do a complete rebalance of the class in mod 4.
I really like the game but with the current state of things I don't think I will be playing till the next mod. Please do something!!
Sorry for bad english.
Comments
Why the forum mods doesn't encourage people to use the search option?
I want to read dps increase, animation speeds faster, Stat bonuses same as the GWF, gear changes to better diversify stats, Fighters Recovery now make you immune to cc, HP bonuses increased for GF, guard is now a Stamina bar that decreases with time not damage....
Overpowered 60 CW ~ Thaumaturge 14.5k
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~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Sorry, most of them are me! I will continue to post them until we are fixed... We've been waiting 7 months!
Overpowered 60 CW ~ Thaumaturge 14.5k
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~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Man, I had an HR in mod 2 and I didn't feel very good about the class in PvE, but atleast I could do well in PvP, but since I hit lvl 60 with my GF it had been a pain in the a..s 2 times worse than what I felt with my HR (no matter if it was PvP or PvE), so even if I read 1/3 of the posts are about how bad is the GF class, I know it's justified, specially if dev had been igoring them so much.
Because the GWF players kept quiet when they were on the outside?
Also, as ripyourlipsoff pointed out, what the devs acknowledged are hardly things that most active GF players worry about. No disrespect to them but I certainly don't care about most of the things the devs mentioned. GFs not getting healed when guarding an attack? Who cares? Our guard is so rubbish we use it sparingly and only for a blow that could prone us. So more QQing about important issues are welcome so the devs can be made aware of what is really holding us back.
- Buff our animations, notably on Enforced Threat, Villain's Menace & Cleave.
- Turn Cleave into a 180-degree AOE. This plus a speed buff immediately improves a GFs DPS and by association it's threat.
- Convert our shield into a stamina bar and not a damage taken bar. Give us stamina drain lower than the other 5 classes.
- Remove the target cap on Enforced Threat. Increase its range.
- Much like a TR's Critical Teamwork party buff, a GF needs a party buff associated with its defensive stats. More defense on the GF means more damage resistance for the party.
- Remove or raise the diminishing returns on a GF stacking defense. Increasing our threat without improving our survivability won't help much as we'll die faster than we do now under sustained pressure.
- Look at our armour sets. They need better set bonuses and/or better stat distribution. One I'd like to see is 4/4 Timeless giving the user a constant 10% boost to crit and High General providing the party with a crit severity boost tied to its encounter use and not just when the GF crits.
- If they don't want to tweak the sets then they need to give the Conqueror path a feat that boosts a GF's base crit percentage and the Tactician path can have a feat that causes Threatening Rush to provide a party-wide target defense de-buff. Would be great if Threatening Rush would give a defense de-debuff across the board, but sadly the GWFs have access to that and they quite frankly don't need any more offensive boosts.
Those are some real issues/ideas.
And raise our weapon damage for the love of GOD! A DC Symbol does more damage then a sword????????????? Really a latern staff thingy that you hold up and say demons be gone does more damage then a sword!
Overpowered 60 CW ~ Thaumaturge 14.5k
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~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
That, too.
Fast Cleave, uncapped & fast ET, Cleave AOE, higher base weapon damage, yep, most of our DPS issues and threat generation problems are improved. Hitting more things faster and harder.
I remember that, and if memory recalls that person also stated that he never ever pvps!
Overpowered 60 CW ~ Thaumaturge 14.5k
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~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Amen brother!
Anarchist, level 60 CW
Arsenic, level 60 TR
Pluck Yew, level 60 HR
Therapissed, level 60 DC
Conq GF do more than enough damage for a GF.
GF needs work on Defense, HP, crowd control. That can be worked out on the other two; Tact and Protect. Those really need help and in very big way.
Im saving all my AD and ZEN and I'll give them to Mode 4 to get better GF. Zen can be used elsewhere.
Deflect:
GWF's have TONS of access to this, so why can't GF's? Put this in the tactician or protector's tree. Makes it at least a 10% increase in deflect chance.
HP:
GWF's are off-tanks. GF's are the main tanks. Guardians should be able to have set bonuses in HP, just like GWF's do.
Crit chance:
As a low damage class, guards rely the more on crits than anyone else. Maybe replace the passive "enduring warrior" with the GWF's "weapon master." After all, shouldn't the last feat be the best? And there's no guardian that uses "enduring warrior" anyways.
Or the last feat on the paragon path. True, power is a *liiitle* more useful now after the re-calc, but is it more useful than extra crit? I say "reckless attacker" gives 30% additional crit chance with guard all the way up. No additional power needed.
Weapon damage:
Someone beat me to it: why does a cleric's symbol or a wizard's flying glass ball do more damage than a sword?
I disagree.
Conqueror gives you 15% more damage on Cleave, 100% up time on Combat advantage and doubles your power. Sounds good, but the GF has the slowest animations, lowest base crit chance and lowest base weapon damage of all classes, so is it really that special?
By comparison the GWF's pure damage path gives a bleed, a 10% damage boost on all at-wills, a feat that increases the damage on an encounter & its hardest hitting power as your target's health diminishes plus two feats that further stack damage. All of this coupled with significantly higher crit chance and base weapon damage when compared to the GF.
Did you know? Indomitable Strike on my 5.5k power GWF hits just as hard as Indomitable Strike on my 9.2k power GF. Plus the GWF has 15% more crit chance.
The GF would be fine if this game wasn't about killing a trillion minions in 5 seconds. But the game is all about burning things and burning things now and in that regard the GF is standing there with his pants around his ankles, wielding a paper shield and swinging a plastic sword.
Right. Not sure if trolling or recently concussed- or possibly never grouped with a competent DPSser with over 10k GS.
I don't mind doing little damage (ofc I prefer to do more!) but doing much less damage than a GWF and being much less tanky is beyond my understanding.
/10 char.
give them dodge,incoming healing bonus feat,more deflect feats,HR feature alike aspect of lone wolf
rework their tab ability to something more usefull or atlast give more feats to mark, like 15% more dmg to marked targets
Are you trolling? Its simple. Its a Guardian Fighter, if you want dps play a dps. Its without question the Conq GF is way beyond the other GF in DPS. I could name 5-6 Feats that throw the conq way above the others. I want the GF to be more wanted in groups but asking for more DPS is silly.
I should be the same way in defense as other are with offence. In a very absurd way we should be able to take damage and stand up to other character for a long time. Abousoulty no single player should be able to take out a GF, unless he LD.
And we still have no official word on changes that will help the GF other than healing while blocking, extra threat! mean while I hit MoBs for 1300 a hit for 10 mins in IWD. GWF hit me for 10,000 with Threatening rush, mine hits for 1300 unmitigated!!!!!!!!!!!
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Since when do guardians do "damage"? If you're pugging with 9-10k gear score people, then suree you'll be "dsp." But against groups with higher than 13k gs, you'll be fighting to out-damage the cleric. And with pve-specced CWs and GWFs, they'll double, triple, and quadruple your damage.
So the feats don't mean nothing when you are literally the most useless class in the game (sorry guys, but it's true). You might do more damage than a DC, but at least they can HEAL.
like captain america nice! but I prefer slow or lower dmg resist and the shield can hit 3 or five targets
Here is what I think should be changed / improved for GF:
1. General stuff
* All gear should have HP. Defense oriented sets should have more, and DPS oriented sets can have less, but they ALL should have HP.
* Equally geared, defense oriented GF should have at least 1.5 times the HP as the DPS classes.
* Faster and more damaging at-wills, most notably Cleave and Aggravating Strike.
* Some skills should be allowed to activate without lowering guard, skills such as Enforced Threat, Iron Warrior, Knight's Valor, and Villain's Menace.
* Either correctly calculate guard meter against all damage, or change guard mechanics to time based.
* Change shield range to 180 degree frontal block, or stop mobs from trying to move behind you. This is especially annoying with big group of mobs.
* Increase weapon damage.
* If an attack is blocked, so should its CC effects. For example, the Maw's throw attack in SP will knock you away even if it's blocked. This should not be allowed, ever.
2. Skills
* Increase the width of Cleave.
* Villain's Menace should grant CC immunity at the "start" of animation, or allow it to activate without lowering shield.
* Allow Enforced Threat to activate without lowering guard, increase range, and add a special effects to pull everything together in front of GF, very much like how "Come and Get It" works.
* Stop Aggravating Strike from moving forward. Faster animation, more damage.
* Allow Iron Warrior to activate without lowering guard.
I agree. They should also implement multi-role, allowing players to switch between roles with different skills / feats. They should'e done this from the very beginning. This would've solved a lot of their balancing issues.