Neurath wrote: » Player agency is a bad concept. Every knockdown, every stun, every silence, every fear, every disorient will reduce player agency. A taunt is just another branch of cc. If there are cc locks in the game, the combat will suck either way. If there is a tactical element added and no cc locks, then we might just get good combat (If the Hybrid System is good and there is mobile combat). Edit: Spelling mistakes.
Nerror wrote: » Noaani wrote: » Again, a lot of people have said they don't like the idea, yet no one has said *why* they don't like it. Two big reasons. 1. It's a game mechanic nightmare. So you stand there with your cleric and an enemy tank taunts you. Great, now you can't target your team mates to heal them, and you can't do anything to the tank either. Or you are a melee class and the tank taunts you from atop a wall or in a hallway from behind the frontline. Awesome, now you can't target anybody else, and you can't get to the tank. Or the same with a ranger or wizard, and the tank just walks out of line of sight, while you stand there like a doofus and can't do anything but get chewed up or attempt to run away. Sure, you could put all kinds of conditions on the taunt, such as, must keep line of sight or it breaks if the tank moves out of melee range, but that just makes it suck for the tank IMO, and makes it way too situational and easy to avoid by taking a step out of melee range. 2. The first reason ties into the second, which is Player Agency in combat. It's generally bad design to reduce player agency, because it feels bad for the players. A debuff works much better in terms of player agency, because the target retains full control of their character, where a forced target lock removes it. Giving players the choice to react to their circumstances will almost always feel much better than forcing them into a specific action.
Noaani wrote: » Again, a lot of people have said they don't like the idea, yet no one has said *why* they don't like it.
Wandering Mist wrote: » Every mechanic like that needs to have counterplay. Yes, on it's own CC is bad for the reasons you state (nobody likes to have no control or agency over their character). So to counter it you give players ways to break CC through items or abilities. Diminishing returns on CC also need to be a thing to stop stun-locking, and Intrepid are well aware of this.
Noaani wrote: » To your first point - that is totally invalid if the game opts for an offensive and defensive target, as some players have requested.
Maezriel wrote: » Even then I really dislike the idea of a class ability taking control from me as opposed to my character. Want to slow my healer? fine, but don't futz who I personally have targeted
Honshu wrote: » Maezriel wrote: » Even then I really dislike the idea of a class ability taking control from me as opposed to my character. Want to slow my healer? fine, but don't futz who I personally have targeted Well let's play devil's advocate here; any class ability that deals damage "takes control" from you when it is used to kill your character. But obviously, making characters immortal to avoid that frustration is a silly idea. Yet the lack of internal consistency revealed by reframing your argument like this plainly shows that taking control from you is not in and of itself a bad thing, or even something that should necessarily be avoided. Dark Age of Camelot had entire support classes built around the concept of impeding enemy players through crowd control, and also supporting their allies by removing that crowd control in turn. Guild Wars 1 had builds that were plainly defined as taking control away from *you* the player, because the person devoted their entire build to interrupting literally every spell you wanted to cast, so you needed to try to adapt to the presence of someone who could quite literally stop you from using any of your character's skills if he wanted to do so. Both these games had significant depth and intrigue to their group combat dynamics that would otherwise be lost if we started down this rabbit hole of "Oh well players will be annoyed by this thing's presence, so we should just remove it." Don't start down that rabbit hole. It is not a place you want to go.
Nerror wrote: » Noaani wrote: » To your first point - that is totally invalid if the game opts for an offensive and defensive target, as some players have requested. And what use does a DPS have for a defensive target? You point is indeed invalid. As for the CC argument, if the forced target lock only lasts at most 1-2 seconds, sure, ok, that could work, as long as there are diminishing returns and immunity timers as well, just like there should be for other hard CC.
Maezriel wrote: » @Noaani I disagree about the range b/c as we've seen Tanks will have a way of getting around the battlefield and there's likely to be plenty of times a healer can't be out of range of an enemy such as city sieges and caravans. Even then I really dislike the idea of a class ability taking control from me as opposed to my character. Want to slow my healer? fine, but don't futz who I personally have targeted Lastly we don't know if the charge will be an interrupt or CC ability, then you have Javelin, if you make the taunt one you now have 2-3 hard CCs by level 10...that's an insane precedent to set.
Noaani wrote: » Maezriel wrote: » @Noaani I disagree about the range b/c as we've seen Tanks will have a way of getting around the battlefield and there's likely to be plenty of times a healer can't be out of range of an enemy such as city sieges and caravans. Even then I really dislike the idea of a class ability taking control from me as opposed to my character. Want to slow my healer? fine, but don't futz who I personally have targeted Lastly we don't know if the charge will be an interrupt or CC ability, then you have Javelin, if you make the taunt one you now have 2-3 hard CCs by level 10...that's an insane precedent to set. I wouldn't look too hard at the list of abilities right now. No game has ever stuck to its ability list for the last 6 months of development, let alone the last 36 months. Also, I consider altering who I am targeting to be much less invasive than altering whether I can move or not, less invasive than pulling me to a location I didnt opt to travel to, more I casive than preventing me from being able to cast anything, more invasive than stopping the cast I have already initiated. Really, the only CC that I consider less invasive than a target change is a slow.
Maezriel wrote: » I swear this happens in every single thread. "Don't force me to target something" does not equate to "Make me immortal b/c death is an inconvenience" There's absolutely no call to be that pedantic and the only reason we would start "down that rabbit hole" is b/c of the sheer number of people on this forum that'll happily argue every. single. punctuation. mark. so long as it delays them from admitting that someone might have a valid counterargument.
Neurath wrote: » We won't get full tab. It'll be hybrid or full action (Like APOC).
Honshu wrote: » Maezriel wrote: » I swear this happens in every single thread. "Don't force me to target something" does not equate to "Make me immortal b/c death is an inconvenience" There's absolutely no call to be that pedantic and the only reason we would start "down that rabbit hole" is b/c of the sheer number of people on this forum that'll happily argue every. single. punctuation. mark. so long as it delays them from admitting that someone might have a valid counterargument. "[X] should be removed because it is something that interferes with your control of your character" was literally the basis given for your argument against a taunt mechanic. I am illustrating the folly of following that mentality by giving what is plainly an absurd example, by using the same argument. Until you can differentiate the reason one should advocate for one but not the other, you don't have a counterargument, you have a game design theory that revolves entirely on what you "feel" is good, rather than what is actually healthy for the game in a way you can coherently argue for. Calling attention to that stupid mentality is not pedantic, it is demanding something beyond intellectual laziness from you.
Maezriel wrote: » CC is very hard to balance b/c it absolutely feels like garbage to be in a fight and your only counter is to stand up and walk away from your pc.
Percimes wrote: » Sure, taunts have be a tanking tool for a long time, but it's still a lazy mechanic. A more active way of tanking in PvE would translate well into PvP. In a game with both PvE and PvP, the closer the mobs and players are treated, the less likely you are to have classes/specs that excel in one and suck in the other.