Slov wrote: »
Coming from tanking in WoW retail and classic for about 10 years. Threat maintenance should matter but not be cumbersome. If resource management comes down to being mana or something similar then it shouldn’t be something you need to wait and refill before every pull, 3 pulls preferred or not needing to deal with that and make it a resource that you build up during the fight (holy points or rage). No ability should be a cast for tanking, especially ones you use to pull mobs. Need to have AoE abilities in your rotation as early as possible, no one ever CCs lol. Need to have active mitigation abilities that make the “meh” tank stand out from the “chad”. Having an off-tank and main-tank in raids is a lot of fun; you basically have a best friend you coordinate with in chat and in voice - WoW does that in their boss mechanics very well. Direction you face should matter in your ability to block and parry. Variety in tanking classes needs to exist so not every tank is a stick and board kind of tank, two-hand tanking. Stats shouldn’t be overlapping with other classes too much so as you end up having to compete for gear too much. Introduce fun abilities such as: WoW warrior shockwave, a leap and smash the ground when you land ability, paladin avengers shield, etc. P.S. I hope this game will have a protection paladin role so I can continue to play my fantasy of being a golden glowing righteous warrior with a massive hammer and shield that I smite my enemies with.
Lashing wrote: »
Vaknar wrote: »
Dev Discussion - Tank Participation
Would you prefer more traditional MMORPG main and off-tank roles, or would you prefer to see combat experiences with several tanks fighting?
Azherae wrote: »
To me a tank's tasks are positioning and mitigation, how exactly they achieve the mitigation is variable.
If a Tank can just 'do basic rotation and not lose threat against most DPS', I don't usually like the game. If coordination (not necessarily about holding back overall but at least in terms of timing your damage with the Tank's abilities to spike their own threat or absorb yours or Cover you or whatever) isn't necessary, then what's the point?
If Tanks are very CC heavy and their CC is reliable, even if only on mobs, I don't like this generally either. I see Tanks as those cool people who stand in front of the mob and take MOST of its hits and control 'when it finally hits someone else'.
If it never hits anyone else at all, don't like it, even if the tank is a badass, it should just mean DPS can be more badass. If it tries but can always be forced to fail by tank CC, same issue, except that now the added problem is that both 'Multi-enemy PvE' and 'certain PvP' is either unbalanced or braindead (for me).
There should be ways to make Tanking 'easy enough for those who want to do it but aren't top-tier gamers' without 'making it so they hit a rotation and never lose the mob' or 'can just always CC everything'.
I also greatly like abilities that allow the tank to positionally block either the advance of the enemy, or actual attacks from the enemy, on allies positioned a certain way relative to them, and prefer these in PvP/PvX games even without the 'my Taunt forces you to detarget/target me' dynamic (which I also like).
Also I don't like when Tanks do terrible damage consistently (i.e. when not as a tradeoff for mitigation).
Thanks as always for listening, Intrepid.