Post by Haku on Feb 15, 2016 23:36:15 GMT
TL;DR at bottom
Hello! I wish to formally submit an edit to the Guardian skill: Garrison Force
to quote the ability:
"Upon activation of this skill, the Guardian pays 10% of their maximum HP. Cannot be used if the Guardian's HP is less than 10%. The Guardian then gains an additional HP bar, labeled as 'Armor' with a value of roughly 10% of their maximum HP. When the Guardian's Armor bar is above 0, any damage taken will first be applied to Armor before affecting HP. If a character has not taken any damage for 10 seconds, Armor will gradually increase until it is fully restored after 10 seconds. If Barrier Armor is used on the Guardian while this skill is active, the two effects add onto each other and thus the Guardian's Armor bar will be 15% of their maximum HP. Garrison Force's duration is indefinite, but if the Guardian's Armor bar should ever drop to 0, it is canceled. Garrison Force has a casting time of 2 seconds and a cooldown of 10 seconds."
Hm... Seems someone has already made a slight edit to this. used to be that the guardian pays 10% HP, and received a 5% Armor, but now is 10 and 10... I'm still going to go through with my suggestion, because this, in the end, doesn't solve the problem!
So, as it stands, the guardian (currently) sacrifices 10% of their life, to get a shield of equivalent amount. This shield, if you don't take damage for 10 seconds, regens its full amount over 10 seconds, meaning that they need to be out of combat for a total of 20 seconds before they regain the full amount. the problem with this is that, should that shield hit 0, then it just breaks.
The guardian exists as the premier front line tanker, and sure, while they have significant armor and HP, 10% of their HP is not a lot. The odds of the guardian not taking 10% of their HP in a level appropriate fight is extremely slim. This shield makes more sense for someone who is in and out of combat, like an assassin, who avoids taking damage for the most part, not a guardian, who's soul purpose is to take every hit possible. As a result, I wish to propose ANOTHER Edit to this.
"Upon activation of this skill, the Guardian pays 10% of their Maximum HP. Cannot be used if the Guardian's HP is less than 10%. The guardian gains an additional HP bar, labeled as 'armor' with a value equal to 5% of their original maximum HP. When the Guardian's Armor bar is above 0, any damage taken will first be applied to the armor before affecting Hp. As long as this skill is active, the guardian regenerates .5% of their maximum armor every second (regenerating the full amount over 10 seconds). If barrier Armor is used on the guardian while this skill is active, the two effects add onto each other, and though, the guardian's armor bar will become 10% of their original maximum HP. Garrison Force's duration is indefinite. Garrison force has a casting time of 2 seconds, and a cooldown of 10 seconds"
This new effect is almost identical to the first, except now, the regeneration is persistant, even in combat. This allows it to remain effective, when taking a single blow, and then being left alone (unlikely, as they constantly bring their aggro to the top), and it also is effective if taking sustained fire.
The second important aspect that meshes with the previous one is that the skill doesn't cancel when it hits 0. You just simply start taking HP damage instead of armor, BUT it still regenerates the armor.
So, running some numbers (Hiss): Guardian walks into battle. 5% max life in armor, 90% max HP (because of skill). They start taking damage. after 10 seconds of combat, the armor will have regenerated an additional 5% of his max life (the full amount). At 10 seconds, the guardian has now had the same effective HP as if he didn't have armor active.
Now, 20 seconds into the fight. The armor has regained its full hp again, and now the guardian has negated another 5% of the damage.
This skill makes it particularly effective for long, drawn out battles, which the guardian is designed to excel at, rather than hit and run tactics, to take damage, and then retreat for 20 seconds until the armor recovers, and get back into battle.
If you want to look at it a different way, look at this really cheesy pseudo fight:
I WAS GOING TO SPOILER THIS, BUT THE SPOILER TAGS DON'T WORK. NOW, IT'S BLUE. DON'T READ THE BLUE IF YOU DON'T LIKE HYPOTHETICAL MATH
Opponent deals 3% max HP to guardian per second.
1 second: Guardian has 2% armor, 90% HP (Regen starts now)
2 seconds: Guardian has 0% armor, and 89.5% HP.
3 seconds: Guardina has 0% armor, and 87% HP
4 seconds: 0 armor, 85.5%
5 seconds: 0 armor, 83% HP
As you can see, the effective healing of the 'armor', of the guardian has blocked a surprising amount over the past 5 seconds. Lets say the opponent is going to use an attack, that has a 4 second casting animation, and deals 10% of their HP. since it was 4 seconds, 2% armor has returned, which means it only done 8%.
This also excludes any healing, stunning, or stalling.
9 seconds: 0 armor 75%
guardian stuns them for 2 seconds.
11 seconds: 1% armor, 75% HP.
Opponent uses another skill. 3 second cast time, 8% max HP.
2.5% armor, 75 HP
Then damage
14 seconds: 0% armor, 69.5% HP
15 seconds: 0% armor, 67% HP (basic attack doing 3% max HP damage)
As of now, only 15 seconds into the fight, thanks to the armor, the guardian has actually avoided 12.5% of the damage. It isn't a lot. but it's noticeable.
The longer the fight goes on, the more effective HP the guardian has. This makes this skill extremely useful in prolonged fights, while still not being completely overpowered against high burst.
So... there's my case. I would like it if it was made proper, but if not... oh well, I tried!
TL;DR
The current skill gives you a shield equal to 10% of your max HP, that goes away if it all vanishes, and only recharges when you've not taken damage for 10 seconds. if you are a guardian and you haven't taken damage for 10 seconds, you're not doing your job. This skill is only useful if you're clearing low level places that can't do enough damage to be a threat, and at that point, your passive regen would be enough.
My suggestion gives you a smaller max shield, but constantly regens itself, even in combat, and if it goes down to 0, it doesn't just vanish, so it's useful at all times, early game and late game. The only time it really 'falls off' is if you're in an overleveled area and you're taking, like, 10% of your HP per attack.
Hello! I wish to formally submit an edit to the Guardian skill: Garrison Force
to quote the ability:
"Upon activation of this skill, the Guardian pays 10% of their maximum HP. Cannot be used if the Guardian's HP is less than 10%. The Guardian then gains an additional HP bar, labeled as 'Armor' with a value of roughly 10% of their maximum HP. When the Guardian's Armor bar is above 0, any damage taken will first be applied to Armor before affecting HP. If a character has not taken any damage for 10 seconds, Armor will gradually increase until it is fully restored after 10 seconds. If Barrier Armor is used on the Guardian while this skill is active, the two effects add onto each other and thus the Guardian's Armor bar will be 15% of their maximum HP. Garrison Force's duration is indefinite, but if the Guardian's Armor bar should ever drop to 0, it is canceled. Garrison Force has a casting time of 2 seconds and a cooldown of 10 seconds."
Hm... Seems someone has already made a slight edit to this. used to be that the guardian pays 10% HP, and received a 5% Armor, but now is 10 and 10... I'm still going to go through with my suggestion, because this, in the end, doesn't solve the problem!
So, as it stands, the guardian (currently) sacrifices 10% of their life, to get a shield of equivalent amount. This shield, if you don't take damage for 10 seconds, regens its full amount over 10 seconds, meaning that they need to be out of combat for a total of 20 seconds before they regain the full amount. the problem with this is that, should that shield hit 0, then it just breaks.
The guardian exists as the premier front line tanker, and sure, while they have significant armor and HP, 10% of their HP is not a lot. The odds of the guardian not taking 10% of their HP in a level appropriate fight is extremely slim. This shield makes more sense for someone who is in and out of combat, like an assassin, who avoids taking damage for the most part, not a guardian, who's soul purpose is to take every hit possible. As a result, I wish to propose ANOTHER Edit to this.
"Upon activation of this skill, the Guardian pays 10% of their Maximum HP. Cannot be used if the Guardian's HP is less than 10%. The guardian gains an additional HP bar, labeled as 'armor' with a value equal to 5% of their original maximum HP. When the Guardian's Armor bar is above 0, any damage taken will first be applied to the armor before affecting Hp. As long as this skill is active, the guardian regenerates .5% of their maximum armor every second (regenerating the full amount over 10 seconds). If barrier Armor is used on the guardian while this skill is active, the two effects add onto each other, and though, the guardian's armor bar will become 10% of their original maximum HP. Garrison Force's duration is indefinite. Garrison force has a casting time of 2 seconds, and a cooldown of 10 seconds"
This new effect is almost identical to the first, except now, the regeneration is persistant, even in combat. This allows it to remain effective, when taking a single blow, and then being left alone (unlikely, as they constantly bring their aggro to the top), and it also is effective if taking sustained fire.
The second important aspect that meshes with the previous one is that the skill doesn't cancel when it hits 0. You just simply start taking HP damage instead of armor, BUT it still regenerates the armor.
So, running some numbers (Hiss): Guardian walks into battle. 5% max life in armor, 90% max HP (because of skill). They start taking damage. after 10 seconds of combat, the armor will have regenerated an additional 5% of his max life (the full amount). At 10 seconds, the guardian has now had the same effective HP as if he didn't have armor active.
Now, 20 seconds into the fight. The armor has regained its full hp again, and now the guardian has negated another 5% of the damage.
This skill makes it particularly effective for long, drawn out battles, which the guardian is designed to excel at, rather than hit and run tactics, to take damage, and then retreat for 20 seconds until the armor recovers, and get back into battle.
If you want to look at it a different way, look at this really cheesy pseudo fight:
I WAS GOING TO SPOILER THIS, BUT THE SPOILER TAGS DON'T WORK. NOW, IT'S BLUE. DON'T READ THE BLUE IF YOU DON'T LIKE HYPOTHETICAL MATH
Opponent deals 3% max HP to guardian per second.
1 second: Guardian has 2% armor, 90% HP (Regen starts now)
2 seconds: Guardian has 0% armor, and 89.5% HP.
3 seconds: Guardina has 0% armor, and 87% HP
4 seconds: 0 armor, 85.5%
5 seconds: 0 armor, 83% HP
As you can see, the effective healing of the 'armor', of the guardian has blocked a surprising amount over the past 5 seconds. Lets say the opponent is going to use an attack, that has a 4 second casting animation, and deals 10% of their HP. since it was 4 seconds, 2% armor has returned, which means it only done 8%.
This also excludes any healing, stunning, or stalling.
9 seconds: 0 armor 75%
guardian stuns them for 2 seconds.
11 seconds: 1% armor, 75% HP.
Opponent uses another skill. 3 second cast time, 8% max HP.
2.5% armor, 75 HP
Then damage
14 seconds: 0% armor, 69.5% HP
15 seconds: 0% armor, 67% HP (basic attack doing 3% max HP damage)
As of now, only 15 seconds into the fight, thanks to the armor, the guardian has actually avoided 12.5% of the damage. It isn't a lot. but it's noticeable.
The longer the fight goes on, the more effective HP the guardian has. This makes this skill extremely useful in prolonged fights, while still not being completely overpowered against high burst.
So... there's my case. I would like it if it was made proper, but if not... oh well, I tried!
TL;DR
The current skill gives you a shield equal to 10% of your max HP, that goes away if it all vanishes, and only recharges when you've not taken damage for 10 seconds. if you are a guardian and you haven't taken damage for 10 seconds, you're not doing your job. This skill is only useful if you're clearing low level places that can't do enough damage to be a threat, and at that point, your passive regen would be enough.
My suggestion gives you a smaller max shield, but constantly regens itself, even in combat, and if it goes down to 0, it doesn't just vanish, so it's useful at all times, early game and late game. The only time it really 'falls off' is if you're in an overleveled area and you're taking, like, 10% of your HP per attack.