Quote Originally Posted by Kansene View Post
I'd like to see Purify and Guard be functional and reliable defensives that can give you breathing space regardless of circumstance. Not to the extent that you can just charge in without a care, use guard/purify and get away scot-free, but so that if you find yourself in a really tight spot once in a while, they give you a realistic chance to get out. Give them super long cooldowns if you have to. I feel like that might have been their original intent, but there are so many things that just invalidate them.
Getting DRK-pulled straight into two consecutive DNC LBs gives you literally zero chances for counter play. Good on them for coordinating it I guess, but taking away every ounce of agency like that feels like getting jumped by a rogue in classic WoW, where you just have to consign yourself to watching your character spending 20 sec being unplayable before dying.
I feel like you're talking from FLs, so I'm not gonna comment too much on that mode specifically, but what you propose would literally ruin CC to the ground. Not having Guard and recuperate up is extremely risky at high level and engaging in spite of it usually means a one way ticket into the fray only. You need those to come back relatively "fast" else they lose all of their strategic value, which means you'd pop them and then be "I guess I burned my only life, guess I die now" for the rest of the game. On top of it, what happens when you die? They reset like everything currently does? So dying is actually beneficial?