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Taunt and Tank viability in PvP

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Comments

  • LudulluLudullu Member, Alpha Two
    Trenker wrote: »
    Is there collision detection in AoC, at least in PvP?
    Yes, there is
    https://ashesofcreation.wiki/Collision
  • UboonUboon Member, Alpha Two
    Ah thank you. Well the "inertia and momentum physics" will make blocking choke points more interesting. The enemy may need to actually charge the shield wall to break it - and not with a bunch of lightweights either. Awesome.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    I liked in the other tank PVP thread conversations when someone said if you taunt a player you lock their camera on you so they can't look away or avoid you for a while
    That would be some fun shenanigans.
  • NishUKNishUK Member
    @zeyji Tanks generally outperform top single target dps due to the mitigation they require for a mass amount of players that can potentially pop up in PvP, so their 1v1 capability is huge and that is delicate balance issue.

    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.
  • edited June 2022
    I believe tankers viability in pvp will mostly depend on the following concepts:

    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%)]
    6wtxguK.jpg
    Aren't we all sinners?
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