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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Taunting - PVP vs PVE. What's known and what's desired.
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Taunting - PVP vs PVE. What's known and what's desired.
So I'm still new to this game and something that interests me is how will taunting be used int his game. How will it differ from PVP vs PVE.
To get this rolling if someone that already has a firm understanding of this
From aocwiki.net/Tank
So was wondering how much will Hatred / Taunt differ from PVE to PVP?
How does Taunt effect a player vs how a Taunt effects a NPC/MOB?
Will a person / mob be able to resist a Taunt?
If a Mob / Player is taunted can it be broken by another Mob / Player through an ability that can interrupt the taunt?
I am really curious on how this works and differs between PVE and PVP mechanics. My hopes are, that a system is created or already in place, where there is not much or no difference between how Taunt mechanics work between PVE and PVP. That the system in AI mechanics in PVE group rolls, work the same as the mechanics of rolls in class abilities in PVP.
So I'm still new to this game and something that interests me is how will taunting be used int his game. How will it differ from PVP vs PVE.
To get this rolling if someone that already has a firm understanding of this
From aocwiki.net/Tank
So was wondering how much will Hatred / Taunt differ from PVE to PVP?
How does Taunt effect a player vs how a Taunt effects a NPC/MOB?
Will a person / mob be able to resist a Taunt?
If a Mob / Player is taunted can it be broken by another Mob / Player through an ability that can interrupt the taunt?
I am really curious on how this works and differs between PVE and PVP mechanics. My hopes are, that a system is created or already in place, where there is not much or no difference between how Taunt mechanics work between PVE and PVP. That the system in AI mechanics in PVE group rolls, work the same as the mechanics of rolls in class abilities in PVP.
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For pvp we don't have any hard information yet on how they plan to make it relevant. For most games a taunt is useless in pvp, others go with a debuff being applied, and Divinity 2 had the mechanic where you lost control of the character for a period of time, similar to being charmed or mind controlled. I personally don't see them going with something that makes you lose active control of your character, most likely some sort of debuff, less than a movement cc or root. Another example for a debuff is for the period of time applied you do less damage to anyone but the tank.
Can't wait till they release more info on this. They will prob be testing a few viable options during various alpha phases.
In a lot of games they focus so much on the PVE they don't really work on the transition of how those skills work in PVP. Sometimes almost making some skill irrelevant in PVP in comparison to PVE. It will be interesting to see what happens in this game.
Like a taunt for a player debuffs them heavily unless they are attacking the tank. I'm sure more creative people than me can make an amazing system. I just don't want wow style no shields or anything tanky pvp. I want to be a frontliner, I want to be able to use a shield and still do respectable damage. Maybe I can't have both but its how I feel as a tank main for many different mmos.
I for one would love to see Taunt be able to function in some way in PVP. Even if for a shorter duration or maybe the same as in PVE. Maybe as a player taunts someone from your team there are some abilities someone from the group could use to break the taunt as well.
2 PVP groups fighting each other if they both have taunts why not allow them to use it. Maybe have some skill factors involved to see if it ends sooner or last longer between the Taunter and Tauntee. Maybe while some classes are able to taunt there could be some classes able to break taunts in a PVP atmosphere.
In a graphic way maybe a taunt could show as the person taunting's position could readjust.
Well I hope they find a balanced way to keep it in PVP.
@Wizardfrog I completely with you on this and I want that algorithm and code to be broken as well. I really hope they can, cause, it will in fact be a gold mine.
Would like to see more PvP use for taunt skills.
I could see that being used as a sort of save in pvp. Healer is getting taken down, taunt at the last second to prevent the killing blow and buy the healer some time to recover.
My read is that there are two taunt mechanics in play Hate, and Force Target. The abilities mentioned are confirmed by intrepid, but the rest is my speculation and inference.
Hate / Reduce Hate
Hate is the term Intrepid is using for "threat" or "taunt" in Ashes. I expect Hate will be PvE only as in PvP players have agency over choosing their own target with the notable exception of Force Target which I'll get to in a minute. The Tank archetype has four abilities (so far) which are confirmed to generate hate:https://ashenfoundry.com/compendium/effect/hate/
In contrast, the Mage and Cleric archetypes each have an ability which is used to reduce Hate. Interestingly, the Ranger doesn't have a de-taunt ability.
https://ashenfoundry.com/compendium/effect/reduce-hate/
Force Target / Lose Target
Unlike Hate and Reduce Hate which I expect will only modify PvE encounters, abilities which Force Target or Lose Target I expect will be useful in PvX. My read of this effect is as follows:In PvE, Force Target will temporarily move the player to the top of the Hate table, overriding whatever normal Hate level they have. In PvP, Force Target will cause the affected player's tab-target lock to switch to the forcing player. Whether or not the affected player will be able to immediately switch back, or whether they will be unable to switch targets for a few seconds remains to be seen. The Tank has 2 abilities (so far) which can Force Target: https://ashenfoundry.com/compendium/effect/force-target/
With regards to Lose Target, I expect that in PvE it will dump the player to the bottom of the Hate table temporarily. In PvP, I expect it will simply clear the affected player's tab target (and possibly prevent them from immediately re-acquiring). The Cleric and Mage abilities which Reduce Hate also apply Lose Target: https://ashenfoundry.com/compendium/effect/lose-target/
In PvP, Force Target will cause the affected player's tab-target lock to switch to the forcing player. Whether or not the affected player will be able to immediately switch back, or whether they will be unable to switch targets for a few seconds remains to be seen.
I guess this will be determined through Alpha testing. It is an interesting method and am curious to how it will work out. I hope they test out the not being able to switch targets for a few seconds. If they can make it work in a balanced way will make for interesting game play.
Just checked out the https://ashenfoundry.com/articles/alpha-zero-ability-mechanics/
Some impressive amount of info and very easy to look at nicely written. I have added a link to the website in my signature this was my first visit great website. Did not notice it listed in the AOC Wiki Helpful Links. I'll ask them to add it.