Neurath wrote: » It is important for a team to face team challenges. It's reasonable to propose that threatening actions will invoke threat. Thus, healers, DPS and Buffers should all cultivated threat at various points. It would be a tank and spank if only the tank has threat mechanics which would suck.
Sathrago wrote: » Neurath wrote: » It is important for a team to face team challenges. It's reasonable to propose that threatening actions will invoke threat. Thus, healers, DPS and Buffers should all cultivated threat at various points. It would be a tank and spank if only the tank has threat mechanics which would suck. I am not suggesting no threat at all for non-tanks. I just don't want or need tanks using their full rotation properly and still failing to hold aggro because the dps is doing a good job at his role, dpsing. If the tank dies he should be top of the list next, for sure, but I dont think he should have to worry about "dpsing too hard". its a silly concept and my friend group and I do not enjoy that sort of system. The exceptions should be if there is a level disparity between the tank and the dps and, to a degree, gear.
Sathrago wrote: » Look, I understand its a classic way to do threat, but in my honest opinion I believe it just makes the game less fun. All of a sudden good dps players are not good because they do their rotations properly and do high damage, they are now "good" because they know when to not attack. This is silly, If you were to reverse it, it would be like ok tank, the only way to hold aggro is to stand there and hold block. Halting actions in combat for this sort of reason makes it clunky and a chaotic mess when you have both a good damage dealer or a bad tank. Now, if tanks did their rotation and never lost aggro, the only time they would lose it is if they were not performing optimally. In that case, you either work with your tank to get better or find another one. The entire party is not punished as much as if dps accidentally throws one more global than normal of their rotation and now the group wipes. So in the end I would suggest the threat system be tied to how well the tank performs, not how well the healer and dps are at not doing their job. Edit: to clarify I do not mean that dps and healers no longer generate threat, I just think that if a tank is doing their rotations properly (I.E. Playing good), they should not lose aggro. The exceptions to this would be major level and gear disparities.
novercalis wrote: » I think we lost OP, he Aggro'ed too much and couldn't DPS us down. He's made post elsewhere but hasn't come back here. Next time, ensure you can handle the threat before engaging and making wide assumptions for others.
Azherae wrote: » When I hear the word 'rotation' I immediately have a biased negative reaction, but in this case I don't know how else to think about it. Every instance I can find is actually of something that is fairly uninteractive (with your teammates) that I don't like the idea of. My feedback is therefore moreso not that I strictly care a lot about if threat management is very difficult, but that I don't like the idea that being a good DPS is something that involves 'rotations'. If there is a 'rotation' that is achieved between three people that can still fit the definition as I understand it, and that is required to cement threat on the tank, I think I would dislike this too. I feel like I need a better idea of how this works, since I do not generally play games with rotations, so obviously the mechanics of Tanking and Threat relative to it are not a common experience for me. Can someone give me an example of a 'good DPS rotation' that involves some dynamism and teamwork but is still definitely still the type of rotation where Player A can be better than Player B (and not just equal to Bot C).
NishUK wrote: » You want to speed run mmorpg grind/bosses? Why doing boring people like this exist in a genre of fantasy and expression, it's crazy.