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To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Tanks in PVP: How would Hate (aggro) work?
TheLegend27
Member
The question is in the title . In some games I've played in the past, Aggro (and taunt) was purely a PvE affect - will aggro do something in PvP?
What experiences have you guys had in other MMOs on this?
What experiences have you guys had in other MMOs on this?
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Comments
Hopefully this was just for the early testing and the system will be fleshed out later on. As for PvP, nothing stated so far.
What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank.
+1 for the Log Horizon reference lol. And that is pretty interesting. I wonder how that would fair for action combat.telegraphed skills
EDIT:
For those interested Anchor Howl is a skill used by Guardians in the anime Log Horizon.
Description: "Let out a defiant roar, boosting DEF and taunting all nearby enemies to attack. If they attack anyone else, they will trigger a powerful magic damage counterattack."
IMO this could actually work in AoC.
The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack.
Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack.
You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines.
This is how taunt originally worked for the tank at pax. In alpha 0, it was changed to being an optional upgrade. Tank
That still only partially works. While collision is a thing in Ashes, so is a mass of tanks.
You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target.
Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you.
Also, what happens if two tanks cast it on you?
I'm actually ok with it being an optional upgrade.
Give players the option of making taunts better in PvE or "work" in PvP.
That would be easy to solve, add a visual effect to the tank that has you bound and make the target immune towards the spell while under the effect and for a few seconds afterwards so tanks cant cheese and switch the taunter when the target attacks
You get a like for bringing log horizon up^^ best stuck in game anime ever
I have to say I quite like the idea of taunts forcing the target away from another player to the tank (even if they
can adjust targets quickly after). Maybe taunts could also adjust damage multipliers for single target skill that are not used on the tank while a person is under the influence of taunts.
Just food for thought
Making it so only one tank can have this on you at a time is an easy way to get around that aspect, but a visual effect like this is only effective if there is only one tank around. If you have 6 tanks all clustered together, it becomes hard to identify which tank it is that has it on you.
Setting it up so that a simple click on the debuff icon targets the tank that cast it on you is all that would be needed to solve the issue - but the visual thing isn't enough in itself.
Yeah, that would work perfectly. Very good idea
So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me.
I hope it is skills and not all passive. What if I'm a tank is a large group but not acting as the tank and all my passive add aggro. I may have to limit my DPS to an amount that doesn't help.
I always thought EQ was good about that except when my friend who was the top tank on the server held aggro with auto attack for 15 minutes on an end game boss.
With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank.
IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense.
Why not? Isn't that far more interesting gameplay than just what is effectively a stun?
Why is it a stun?
Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about.
Nah, you can still use all your abilities, you are just forced to use them on the tank.
Oh? Is that confirmed? I guess I'm far too used to taunts in LoL where your character only uses auto attacks when taunted.
Or you could for example, use the time to rebuff yourself, use your own cc on the tank, drink a potion etc.
Yeah that is an option. I was very much thinking about taunts from LoL which lock you into auto attacking the tank with no options of doing anything else unless you cleanse the taunt.
Nope, it's just my suggestion in this thread.
But we all know how my suggestions end up.
This is the solution I think we should strive for. Then you could add the cleansing counterplay that was mentioned previously in this thread. To be fair though, if tanks have this kind of strength they should suffer overall in the damage department (not to much though).
In the trash? Hahaha
This would make tanks the best DPS debuffers in the game - something that should go to support classes, which SW:TOR didn't have.