Lashing wrote: » If you do not give the tank enough tools to interact with threat you might as well not even have the system in the game.
Lashing wrote: » -DPS players do not like waiting to deal damage.
JustVine wrote: » I would argue giving too many tools for reducing hate tips the problem in the other direction. If you have too many you take away the risk from DPS
Noaani wrote: » JustVine wrote: » I would argue giving too many tools for reducing hate tips the problem in the other direction. If you have too many you take away the risk from DPS Sort of, but sort of not. If you build a system with a given number of tools, and balance it around that - but then add more - then you are taking that risk away. If you add in all of those different tools at the start though, and then balance them all with the system at the same time, then that risk level can still be where ever the developers want it to be. This is why I'd want to see a complete threat system right from the start, one that has all the different means of interacting with it in place so that it does increase the available strategies for even simple encounters, as you suggest. Also, the threat tools I listed above were some of the tools (not all) available in EQ2. It would be too many to have on any one class, absolutely. In that game though, they were spread out over different classes making each tank feel different, and each group function different depending on what classes were present. There were times in that game where - as a DPS caster - I had no need to even think about hate because the groups makeup was such that I wouldn't be able to pull from the tank if I tried (and I did try). However, there were also times - potentially even with the same tank on the same content - where I had to be super careful, as the makeup of the group on that day didn't give as much threat to the tank, or remove as much from myself. To me, this is a far better solution than adding in an omnipresent mechanic that results in all content feeling the same - a system where the same content can feel different based on classes present is preferable (imo) to a system that makes all content feel more the same. That said, that mechanic from FFXV sounds like it could be interesting if added to specific encounters in a game.
JustVine wrote: » I can assure you with a lot of confidence that it being a universal mechanic does not make fights feel samey.
Noaani wrote: » JustVine wrote: » I can assure you with a lot of confidence that it being a universal mechanic does not make fights feel samey. I'm quite sure this is possible. However, I am even more sure that it is even more possible if mechanics like this are used sometimes, rather than used all the time by all classes, even if each class uses them differently.
JustVine wrote: » Noaani wrote: » JustVine wrote: » I can assure you with a lot of confidence that it being a universal mechanic does not make fights feel samey. I'm quite sure this is possible. However, I am even more sure that it is even more possible if mechanics like this are used sometimes, rather than used all the time by all classes, even if each class uses them differently. What makes you sure? Edit: rescinded. Adds nothing to the conversation.
Noaani wrote: » JustVine wrote: » Noaani wrote: » JustVine wrote: » I can assure you with a lot of confidence that it being a universal mechanic does not make fights feel samey. I'm quite sure this is possible. However, I am even more sure that it is even more possible if mechanics like this are used sometimes, rather than used all the time by all classes, even if each class uses them differently. What makes you sure? Edit: rescinded. Adds nothing to the conversation. What makes me sure that it is possible to not have content all feel samey if they all share a mechanic? The simple fact that there are other mechanics that can also be added to make content feel different. I am going to assume you misunderstood me here, as I was agreeing with you - I just think it is better without these universal mechanics.
JustVine wrote: » Noaani wrote: » JustVine wrote: » Noaani wrote: » JustVine wrote: » I can assure you with a lot of confidence that it being a universal mechanic does not make fights feel samey. I'm quite sure this is possible. However, I am even more sure that it is even more possible if mechanics like this are used sometimes, rather than used all the time by all classes, even if each class uses them differently. What makes you sure? Edit: rescinded. Adds nothing to the conversation. What makes me sure that it is possible to not have content all feel samey if they all share a mechanic? The simple fact that there are other mechanics that can also be added to make content feel different. I am going to assume you misunderstood me here, as I was agreeing with you - I just think it is better without these universal mechanics. Hmm your right I misunderstood you. My gap in understanding your perspective is that if you don't have it as a universal mechanic, like hate, then the ability to integrate it into gear and over all class strategy and balance is lost. Do you have a reason to think it is possible to make it a sometimes mechanic while achieving that?