Dygz wrote: » When the devs say they are designing to encounters for 8-person groups with one of each Primary Archetype, that means they are designing with the expectation that there will be a Primary Archetype Tank using Rank 3 or higher Tank Active Skills.
SirChancelot wrote: » Off-tank is usually described as someone who isn't a tank, filling the tank position. Which in a game like wow something like a hunter using a pet to taunt, then kiting through traps to slow or something similar. If it's something like @georgeblack said, that's sounds more like a tank swap boss mechanic. Both tanks still need to be able to take the full brunt of the boss, therefore both need to be the same tier of "tanky'ness" Now I'll agree in a raid you normally have one tank take lead and the other be second string. This USUALLY isn't determined by class, but by whoever has the better gear or is the better player, class playing into it only when a certain mechanic dictates.
SirChancelot wrote: » If I have an x/tank filling the tank role, I don't think this would make a tank/x a meaningless choice. As every primary archetype is supposedly getting unique utility abilities. You might still need a tank/fighter to throw down a wall for a fight (or whatever else exclusive they have), even though he has built his character as a beefy DPS. Similar to the idea of I'd rather have a ranger for physical damage dealing, but I will still want a rogue in my group for disarming traps or unlocking doors. In wow, an elemental shaman isn't as strong as a mage, but he has bloodlust, so I still want him in my group.
SirChancelot wrote: » What if a fighter augment for the charge ability adds a knock back, and if you knock them into terrain it stuns them. Throwing down the tank wall and then charging into it would be a cool combo.
SirChancelot wrote: » Also I'm use wow as reference because I'm guessing it's the most widely accessed MMO. Most players in the genre have touched it at some point.
Sathrago wrote: » Well I would like to ask a question. Are Off-tanks apart of the Trinity system in the first place? The answer to this question differs according to the developers working on a game and I would really like to know what Intrepid's answer is.
Nerror wrote: » Hah! In my chronological watch-through of their youtube, I just came across a part in a video where they talk about this. Watch from 57:38 - 59:20.https://youtu.be/6CwaEg-b20k?t=3460 They pretty much say that tank/xxx are for the most difficult content like raids, where xxx/tanks can handle easier content. Well, there is more nuance to what they say, so watch the clip. Might be of interest to you @SirChancelot
Dygz wrote: » Steven:The relevant key points here are that any time Steven mentions Primary and Secondary Archetypes, he stresses that you only get Active Skills from the Primary Archetype. When you combine that with balancing around 8-person groups with one of each Primary Archetype, that means the way they will do that is with the expectation of an 8-person party with one of each Primary Archetype using Rank 3+ Active Skills.
CROW3 wrote: » Hm… my hope would be that ‘ease of play’ and ‘most effective in a role’ are two very different things. If I MT with a tank/tank, I want to have the highest ceiling v. all other class combos to tank a given encounter effectively. AND I don’t necessarily want that to be the easiest to play. I think it should be challenging to play and master a lead tank. Just my two coppers.