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You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
PvP Tank Idea
TyranthraxusEQ
Member
I'll preface this by saying I have not played a PVP mmo outside of occasional arena play in EQ and Neverwinter. But I'm eager to try, and there's been alot of questions regarding making Tanks something other than a speed bump you go around to kill the useful pvp classes.
So here's my drunken musings.
Tanks get a chain pull already, I think i saw a stun on the stream. These are likely going to be effective, but extremely short duration ways of controlling pvper's.
What if a Tank could shield bash you prone, pin you to the ground, and literally curb stomp you while your down, IF you chose not to engage them once taunted. Active blocking could prevent this and you take just a pushback. Fail to block while targeting the tank and you get a pushback and stun. Try to avoid the tank entirely and go for the healer and your ass is grass. 50% your armor class gone while prone, your stunned and if the tank chooses to move into your space you have to beat a strength or agility check to get up.
Tanks and tank archetypes could be immune to the knockdown portion of this, maybe Fighters could have a strength check vs the knockdown as well. It could transform tanks from being slow moving walls to dangerous battlefield combatants and controllers. It might allow multiple tanks to form an effective shield wall around vulnerable classes that actually mattered.
If your tanks are supposed to be dangerous enough to threaten and control mobs, this is one way they could legitimately present that same problem to players.
Single target close range taunt, forces the opponent to target you. If they ignore it and move to the next target anyway, you pop the stunning slam, and they are flung a short distance and knocked prone, move to their target ring to pin. If they stay locked on you, the slam will be far less effective but could still have a stun component if they fail to block.
So here's my drunken musings.
Tanks get a chain pull already, I think i saw a stun on the stream. These are likely going to be effective, but extremely short duration ways of controlling pvper's.
What if a Tank could shield bash you prone, pin you to the ground, and literally curb stomp you while your down, IF you chose not to engage them once taunted. Active blocking could prevent this and you take just a pushback. Fail to block while targeting the tank and you get a pushback and stun. Try to avoid the tank entirely and go for the healer and your ass is grass. 50% your armor class gone while prone, your stunned and if the tank chooses to move into your space you have to beat a strength or agility check to get up.
Tanks and tank archetypes could be immune to the knockdown portion of this, maybe Fighters could have a strength check vs the knockdown as well. It could transform tanks from being slow moving walls to dangerous battlefield combatants and controllers. It might allow multiple tanks to form an effective shield wall around vulnerable classes that actually mattered.
If your tanks are supposed to be dangerous enough to threaten and control mobs, this is one way they could legitimately present that same problem to players.
Single target close range taunt, forces the opponent to target you. If they ignore it and move to the next target anyway, you pop the stunning slam, and they are flung a short distance and knocked prone, move to their target ring to pin. If they stay locked on you, the slam will be far less effective but could still have a stun component if they fail to block.
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Comments
being pulled into perma cc while being blown up by ur enemies isn't cool you know. how do you propose the other party counters that? game will devolve into not doing anything until someone gets pulled and killed, then wait for cd and repeat
Pfft, try explaining that to "Tank mains". They're impossible to reason with and simply don't care for others enjoyment.
I already posted a great example of a taunt for PvP ie a taunt that charges, has 5 stages (displayed in the skill icon) and through lvl's 1-4 it is a very close range skill like Rammus's taunt but lvl 5 is a decent ranged ability that also looks cool for tank to perform....like an ACTUAL taunt.
This taunt provides appropriate cc in both pvp and pve and additionally for pve the ""cc debuff" makes their next tank move threat generation 100-300% more effective.
Your tanks can line up with them and move each other around, like linemen. But if the class is supposed to be there to protect the juicy targets you want to get to, how are you making them useful to do that if you can't be cc'd by them.
Would you rather make them higher dps? So they can just wreck you if you engage the healers? This would take at most 1 player down per tank, the ability would have a cooldown, the time it controls you for could be tweeked easily by the devs for balance.
And tanks should Definitely Die. The job is die to protect the weaker classes. Thats why we do it, we're there to be hard to kill, but we are definitely there to die.
Nish that sounds interesting, but how does the taunt force the taunted player to focus the tank?
Can you link the post?
People hate that. Because when you can be a class that just keeps your opponent locked out of their character, there's no reason in PVP to play any other. PVP would just be Tanks running around.
In my not so humble opinion, Tanks in PvP will always be the red-headed step child, because their main duty is so PVE oriented, while DPS and Healers tend to be pretty well suited for both, while dotting/de-buffing classes tend to be more suited for PVP, but are still quite viable in PVE.
I think to integrate tanks into PVP, a game will need to make them more than just "soaking up damage" and expand their roles into battlefield control.
What I feel like would be a good PVP Tank would be more about area denial and ally-buffing/protection. A tank can run auras or spells that increase ally armor, or deflects damage from party members to themselves. A Tank can maybe throw down a physical barrier friends can hide behind and enemies can't push through. A pull/lasso skill to move enemies into harm's way and friends out of it.
There's much more creative and engaging ways to handle a Tank class in PvP than just making them taunt people onto them, which would never really result in anything meaningful, it's much better to move the Tank PVP role into battlefield control and mitigation.
Enhanced threat currently means nothing in PvP. But it could! For example, using an enhanced threat ability on an enemy player puts a stacking "distracted" debuff on that player (or multiple players for AE threat abilities) causing them to deal 10% less damage to players other than the tank, and 5-10% less healing to players for x seconds. Cap this at 2-3 stacks. It might get a bit complicated if multiple tanks are distracting the same player, but they could just code a 2 stack limit per tank on any one enemy player and a 4 stack limit overall per player.
Tank group gameplay would then be to disadvantage enemy players attacking their team (CC then debuff then move on to the next attacker) or even as main assist against enemy healers.
In siege, they could provide mobile "safe-ish" zones when advancing
I never suggested limitless crowd control, or being immune to such. I would assume tanks are low mental stats high str and hp. CC them with casters. They CC melee's, and protect the squishies around them. Fighters also high str and hp, maybe are built to ignore tanks, maybe built to destroy them, depending on their archetype. Stealthy and mobile assassin types, use mobility to avoid them and target the easier kills. Ranger's gonna ranger, nukers are gonna ignore tanks and blow up other nukers and healers anyway. Tanks can be effective in protecting from some melee.
It's just one option, but I haven't seen any others that make me interested in playing a tank in PvP in this game. Crowd control keeps getting mentioned, but I don't see anything outside of vague or unimersive crowd control. Physically wrecking another player, that's visceral, that's immersive, and it fits the tank ethos.
You will attack me, or I will wreck your day. It's simple, it's brutal, it's tank.
If this can't be done in some way, you are essentially locking a core class archetype for PvE content out of half the game. I don't see that as sustainable in an MMO of this type, but maybe they figure it out.
Sounds more like you want to be an unstoppable juggernaut. I mean, what you put there is actually what any DPS can say too, right? If you let my mage freecast, I will wreck your day. If you let my rogue unload my full burst on your back, I will wreck your day. It's simple, it's refined, it's DPS.
And how am I, an attacking player, supposed to know I need to attack you rather than other people around you?
But we can work this in with other ideas for tank abilities. For example, if a tank is shielding damage from someone, and that someone takes damage, the tank gets a damage buff and/or cooldown reduction on certain abilities.
I personally tend to play tank as a bulldog/brawler in PvP. Harder to CC than MDPS, less damage than MDPS, more debuffs/CC than MDPS, less mobility than MDPS, more durable than MDPS.
But there's a better way to design a tank for PvP than the boring way I usually play. One that can actually mitigate damage from his party. This brings the Tank into the realm of defensive support, rather than Tanky MDPS.
Lets hope Intrepid can figure out a way to let tanks spec for either in PvP: Tip of the spear/Main assist tank or backline defender of ranged/healers.
My thought in suggesting this is a touch range ability, not a far taunt. You taunt someone from your immediate vicinity, forcing them to engage you, if they break that engage in a way that doesn't move them out of your physical striking distance, you drop them. Their teammates are forced to aid them, or accept their loss and try to kill another team member, which is another way they could force you to disengage them.
This opens up the door for fighter builds to be specifically designed to engage tanks, They should be physically suited to match up well, having enough hp to survive a tanks dps, while having the dish out to threaten the tank.
Rogues would want to try and wait for the tank to engage another player before closing on the mage, and or assisting killing the tank.
No I don't want tanks to be unstoppable by any means. I want their role to make sense. Magic forcefield generators, don't make sense for any tank class I would want to play. This isn't a sci-fi genre. Maybe if it was Tank Caster hybrid, not a Guardian.
And Dreadnaught actually, thats the class I'm most likely to play with the current breakdown. I don't like playing a defensive tank.
For example the ability that redirects a portion of damage taken from friendly players standing behind the tank to the tank. When I saw it I immediately thought it was for PvP, in PvE no one stands behind the tank because some mobs cleave.
Abilities like that fill the niche for tanks who like protecting allies, but usually in PvP tanks are moreso disrupters. Most classes are too squishy to go into the enemy back lines, but tanks can do it. What’s missing is a reason they can’t be ignored once they’re there. So tanks having cc, area debuffs, etc… would help.
I want to play a fun game