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Threat is a new concept to me. How does this work.
LeoTheElder
Member, Alpha Two
I am entreated by the threat mitigation thread, but I don't want to interrupt it asking for a newbie definition and explanation. In ESO I always DPS'd. With AoC I am considering a tank/crafter toon as my first effort. I am familiar with taunt ops. I've never heard of threat before. Please, some background. And Thanx.
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Generally, you want decent threat production to make fights a challenge but you also don't want constant threat generation by a tank because it offers less risk overall and usually lacks a swift intervention in turbulent times.
Edit: also, aggro swapping is based around threat levels. You often need a threat spike to swap aggro so a mob switches between two tanks and maintains the chosen position.
I've tanked a lot but not sure if I will in Ashes. I don't think a tank would make a good bounty hunter.
It's a number generated when you take an action so that the mob decides if to hit you or not. In some games, if the mob hits you, it goes back down too.
So if you are DPSing, imagine that for every point of damage you do, you get 1 point of threat (some call it 'hate')
And your Tank, doing less DPS than you, also has other abilities that allow them to instantly get an amount that is HIGHER than even your DPS (in some games it sets it higher than you, in other games it gives them like... let's say you do 400 DPS, their ability gives them like 6000 of this number), so the enemy continues to attack the Tank.
If the Tank stops using that ability, your number will become higher, and the mob will turn and hit you. Depending on how hard it hits you, your number will go down.
If it drops below the Tank's number again (even without them doing ANYTHING, in most games) the mob will turn back to hit the tank more.
Some games do this in easier or more difficult ways (for example, the mob doesn't turn again just from your number dropping, someone else's number which is above yours has to go up at least a TINY bit, which can make Tanking more interesting/harder in a few situations).
Hope that helps.
It is generally only for mobs being engaged, but some games allow you to attack NPCs, some fight back, some do not.
One complex implementation is that if you hit NPCs in one game I know and generate threat, they move AWAY from you based on how much you have, and there's different ways to do that.
In some games it ticks down over time. In one I play it fills up two SEPARATE numbers, one which ticks down, one which only goes down when you get hit.
Games can implement it in very complex ways, but generally if you cannot HURT an NPC, they are not paying attention to your threat meter. It's not impossible though. It is a number that can be used in many creative ways by developers. Just USUALLY isn't. Just the mob you have damaged, or 'The Mob gained threat relative to me because I healed/supported someone who was damaging it'.
Glad if it helped. Generally all you need to know if you are unfamiliar with it in games is to look out for gear that increases it by some percentage when you do things. The rest is testing. Generally if you want to be a traditional dungeon style tank, you won't even need that type of gear until you get to bossfights, so you'll definitely have time to ease into understanding it more.
We tried to get it added, but there was backlash about player autonomy. Many people in the old tank thread didn't want to be forced to hit the tank.
imo, taunt in pvp should debuff players who hit anyone but the person who taunts them imo aswell as a side note so it has effect in pvp.
they should be a debuff where a taunted player does 50% less dmg unless they hit the person who taunted them for the duration. Log horizon (anime) also had a taunt ability that basicly if you hit anyone but the person that taunted you the player would take magical dmg kinda like thorn effect which i think also works for AoC. Just gotta make sure that players can see who taunted them so they can swap targets if they dont want the punishment of the debuff. (I would just make it a debuff for both players the taunter gets debuff and the taunted gets a debuff that does X unless there hitting somone with the taunter debuff makes it easier than linking 2 debuff togther but does mean the attacker can hit anyone who taunted somone recently but i think thats fine for simplicity sakes)
Another way for tab target games is to have it automatically swap taunted player target to the person who taunted them, they can swap back instantly however some attacks will hit the tank over desired target if there not paying attention doesnt realy work in action combat though so the debuff option would be best
This means either tone down pve dmg which would make dps take less dmg however which could mean u could tank with dps with above adverage heals since less dmg output from the mobs but my prefered option is to have a passive to have tank rolls take less dmg from group mobs
Tanks in MMO tend to be unkillable in pvp due to have so much stacked defence and either have to good dmg or just plain annoying :P
personaly would like to see tank build have higher dmg (increase mobs hp slightly to accommodate there higher dmg output) but be slightly less tanky in regards to PvP side of things using a passive that reduces PvE group mobs dmg to balance there tankiness in pve content.
This would also make tanks a little more enjoyable to solo level since they can kill mobs faster rather than taking a minute to kill a mob :P
they are just different flavors of the same thing. you make enemies hit you, and not someone else