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Tanks in PVP: How would Hate (aggro) work?

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?
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Comments

  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Right now we have very little information on how threat management in Ashes will work. From what we've seen of the pre-alpha footage, it appears to work (right now at least) very much like it does in FFXIV, where all the tank's abilities have passive threat generation on them, and the mere act of hitting a mob will be enough to keep it stuck to you until it dies.

    Hopefully this was just for the early testing and the system will be fleshed out later on. As for PvP, nothing stated so far.
    volunteer_moderator.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.
    volunteer_moderator.gif
  • TheLegend27TheLegend27 Member
    edited July 2020
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.
    volunteer_moderator.gif
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    This is how taunt originally worked for the tank at pax. In alpha 0, it was changed to being an optional upgrade. Tank
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    This is how taunt originally worked for the tank at pax. In alpha 0, it was changed to being an optional upgrade. Tank

    I'm actually ok with it being an optional upgrade.

    Give players the option of making taunts better in PvE or "work" in PvP.
  • Raoul9753Raoul9753 Member
    edited July 2020
    noaani wrote: »
    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.

    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
    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.

    You get a like for bringing log horizon up^^ best stuck in game anime ever
  • AsuraAsura Member
    edited July 2020
    Hate could be a small debuff. But I prefer no effect at all, it should be PvE only.
  • Drag13Drag13 Member, Alpha Two, Early Alpha Two
    Not that any of this is set in stone, but taunts will still be valuable in PvP to help deal with summoner's pets. Steven Sharif also mentioned in an interview the possibility of "Siege Summons" . Depending on how these work mechanically, taunting COULD be useful for keeping them away from points of interest.

    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 :smile:
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Raoul9753 wrote: »
    noaani wrote: »
    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.

    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

    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.
  • Raoul9753Raoul9753 Member
    edited July 2020
    noaani wrote: »
    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 :)
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.
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  • WMC51WMC51 Member
    I always liked systems where tanks have to keep aggro and DPS has to worry about what they do. If i hit it once then you send a fireball at it get ready to run.

    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.
  • WMC51WMC51 Member
    I forgot the address the PVP part. I liked the games where AI 5akes over when you get taunted but a penalty for attacking someone else is probably better. Maybe damage against anyone else is cut in half.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited July 2020
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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?
    volunteer_moderator.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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?
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.
    volunteer_moderator.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.
    volunteer_moderator.gif
  • ]

    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.

    Or you could for example, use the time to rebuff yourself, use your own cc on the tank, drink a potion etc.
  • Wandering MistWandering Mist Member, Founder, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Raoul9753 wrote: »
    ]

    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.

    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.
    volunteer_moderator.gif
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.

    Nope, it's just my suggestion in this thread.

    But we all know how my suggestions end up.
  • ArthanMArthanM Member
    edited July 2020
    There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot.
  • Drag13Drag13 Member, Alpha Two, Early Alpha Two
    ArthanM wrote: »
    There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot.

    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).
  • WMC51WMC51 Member
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    noaani wrote: »
    My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.

    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.

    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.

    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?

    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.

    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.

    Nope, it's just my suggestion in this thread.

    But we all know how my suggestions end up.

    In the trash? Hahaha
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    ArthanM wrote: »
    There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot.

    This would make tanks the best DPS debuffers in the game - something that should go to support classes, which SW:TOR didn't have.
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