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Fix GuardFollow

#1 Dec 19 2010 at 2:55 AM Rating: Good
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57 posts
Dear SE Development Team,

Srsly. This skill has been terrible since its inception, and will ruin a monk's reputation if they merely speak its name.

Make it so that having a higher skill in guard actually increases the proc rate.

Not that this is a ground-breaking problem, but it makes our new job ability "Tactical Guard" pretty terrible as well.

Thank you!

P.S. I am not a terrible monk that thinks guard skill is useful, but the concept of guard is nice and I would like it to be practical as well. Even though this disclaimer is here I am willing to bet I will get rated down for making a thread about guard. To all the other monks out there that are tired of hearing about guard: please don't hate me, I figured this new awesome team of FFXI developers might actually take this into consideration (since they actually read these threads now). :(
#2Turin, Posted: Dec 19 2010 at 3:12 AM, Rating: Sub-Default, (Expand Post) Yes, with all that's wrong with this game, let's let the limited number of people that still work on it bother with f*cking Guard. Yeah, let's worry about making MNK even stronger.
#3 Dec 19 2010 at 11:37 AM Rating: Default
15 posts
I think it would be a great idea, and it would help with the skill up problems people have been having. They could also look into making skilling up for solo people easier/faster. Pups auto needs work. When you ding lvl 76 on pup with capped merits....your pets skills will be capped. No need to skill them up for like two or three lvls XD. Thats glitchy. Dont think anyone will complain...but thats still glitchy
#4 Dec 19 2010 at 10:14 PM Rating: Good
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57 posts
Turin wrote:
Yes, with all that's wrong with this game, let's let the limited number of people that still work on it bother with f*cking Guard. Yeah, let's worry about making MNK even stronger.


I'm not saying let's prioritize this by any means, because even if they did scale the proc rate with skill it still wouldn't be anything great. There's plenty of things that could use fixing/changing, and if you have concerns you are welcome to make your own thread about them. But please don't sh*t on my thread and rate me down for offering my feedback just because you personally want other things changed first (which I agree with, guard is negligible). I just want this to be in the back of someone's mind because right now it's a worthless skill 99% of the time (the amount of time guard is not procing).

Another viable alternative: delete the skill altogether. I'm sure the servers could use that extra .0001% processing power it currently takes to process a guard check every time something attacks a Monk. I'd rather have this than a worthless skill.
#5 Dec 20 2010 at 4:44 AM Rating: Decent
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517 posts
Here's a few points from a thread I made over a year ago in this feedback forum about adjusting/fixing guard, since I too would like to see it fixed and be made better.

Quote:
...I think giving Monks a "Guard Mastery" passive job trait, which would work in very much the same way as Paladin's Shield Mastery, would be very beneficial and useful...


Quote:
...What I would like to see added to a Monk's repertoire of abilities, is a "Guardstance" job ability, to complement their Counterstance.

I envision "Guardstance" working in the following possible ways:

A) When "Guardstance" is active, increase delay between attacks in exchange for a large increase to the activation rate of Guard.
B) When "Guardstance" is active, decrease attack by 15-20% in exchange for a large increase to the activation rate of Guard.
C) When "Guardstance" is active, the chance to counter an attack is reduced to 0% in exchange for a large increase to the activation rate of Guard...


Or choice "D" which I thought of between then and now, is to just reduce a Monk's evasion to zero when using Guardstance, or "E" a combination of "C" and "D".

Another new idea I just thought of based off Monk's recent "Perfect Counter" ability, would be "Perfect Guard" that allows a very high (95% or more) chance to guard against the next 1-3 hits (in the same way Perfect Counter can counter 1-3 attacks). This could be useful for when you're low on HP waiting for your healer to get that Cure off, and/or shadows are down.

Edited, Dec 20th 2010 5:44am by Metakaiser
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#6 Dec 20 2010 at 11:58 PM Rating: Excellent
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57 posts
Metakaiser wrote:
Good stuff


Though I think there is a fundamental difference between Guard and Counter, being that Guard is actually a skill and Counter is an ability. I don't really think that adding abilities similar to the Counter enhancing abilities is a fix to Guard.

I see Guard as being the H2H version of the Shield skill (logically makes sense, you block with a shield and you block with your fists), and I think it should work in the same way. As your shield skill goes up, the activation rate goes up. Why not make it the same way with Guard?

I also think it would be neat to redesign the skill so that it works similar to Shield where you need a shield equipped, except it would be like wrist guards or hand wraps or something (gives us something to put in that secondary slot, similar to grips for 2h weapons).

Edited, Dec 21st 2010 1:40am by Olue
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