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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
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That would be some fun shenanigans.
Typically in hardcore mmo's they've been given a little bit too much with top end gearing, like for example on Archeage there was a shield you could get that would give you a 2nd pull, they really do have a lot of agency to decide what happens with 10+ players.
I would personally just focus on making supportive elements more exciting, to seperate good tanks from great tanks.
1. Balanced Duration and cooldown of not only single target taunt but specially AoE.
(Probably something like ~3-6 sec duration considering and ~9-15 sec cooldown considering ashes TTK to be around 30-60 sec)
(Considering the balance in Ashes will be a based on full 8-man party compositions)
2. Taunts must have Target locking and reduce damage of the ones taunted to anything other than the source of the taunt.
(Considering ashes will let players have the possibility of 75% action skills or 75% Tab Target Skills, taunts must properly work against both.)
3. For AoE taunts to be meaningful and not just a button the tanker will press and get exploded by multiple enemies, i would recommend implementation of %reduction of damage received based on the amount of enemies afflicted by the taunt, example.[something like ~8% less damage received by each enemy afflicted by the taunt capped at 8 (~64%)]
Aren't we all sinners?