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.
Wandering Mist 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.
noaani wrote: » Wandering Mist 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.
Wandering Mist wrote: » noaani wrote: » Wandering Mist 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.
mcstackerson 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. This is how taunt originally worked for the tank at pax. In alpha 0, it was changed to being an optional upgrade. Tank
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.
Wandering Mist wrote: » 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.
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
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.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist 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?
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist 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.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist 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 Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist 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?