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Suggestion on Grit functionallity

RaptinRaptin Member, Alpha Two
I like the fact that the recent change moves us towards active mitigation. But Grit feels a bit one-dimensional and repetative.

I suggest that Grit is changed to be a defensive choice instead of a spammed button. To do this, change Grit to be an activated ability that consumes Courage when you take damage. Grit ends when you run out of Courage.

Since we have two types of abilities, those that build Courage and those that spend Courage, it means that when we activate Grit we have to adopt a more defensive playstyle to generate Courage to keep Grit up. On the other hand, if we feel that incoming damage is not the priority at the moment, we can then spend Courage on offensive abilities instead to increase our damage output.

This makes Grit a meaningfull choice and Courage a resource that can be used either as damage or as mitigation.

Comments

  • Barsh1337Barsh1337 Member, Alpha Two
    I like this idea, but I think it should be linked to mana or stamina not courage. Tanks already have a courage mitigation buff from Fortify. The way Grit works now makes Fortify nearly obsolete. Tying Grit to stamina makes it a trade off to block/dodge priorities but provides more utility and still keeps fortify as an "oh crap" button for a courage dump. Add in the fact that the mitigation loss from dumping your courage bar into using grit is counter intuitive to the tank courage system.

    The grit "button push" is awful right now.

    I LOVE the togglable ability idea but think it should be tied to a different player resource other than courage. BUT i don't care what its tied to if we can just eliminate the excessive button pushing for the grit spam.
  • RaptinRaptin Member, Alpha Two
    The reason to have Grit consume Courage instead of stamina is that stamina is only built by being passive and not using it. Courage is a resource that we can activly build by using certain abilities. This encourages making the right choice for the the right circumbstance regarding how you spend your Courage.

    Fortify could stay relativly the same in this scenario, it just means that if you dump a big chunk of your Courage on Fortify, your Grit will drop off. Once again, this is an active choice you make.
  • Barsh1337Barsh1337 Member, Alpha Two
    I think the general sentiment of all tanks is that Grit right now requires to much micromanaging of the button push. A "toggle until a resource is depleted" would be a godsend for Grit. It could be that it drains copper until your out of money and any tank would pay it.

    Fortify and Grit pulling from the same resource is useless. 2 clicks of grit = 80/100 courage for 20% mitigation for 10 seconds(ish). Supernatural Grit enhances it and makes it better than fortify. Fortify = drains all courage for a max of 20% mitigation for 10 secs. They are the same albeit slight differences, but the same.

    As it is now i find myself never ever using Fortify. There is a combo where you can grit - grit - rush of courage - fortify i guess... but from what i have tested the increase to mitigation from one or the other don't stack.
  • FippyFippy Member, Alpha Two
    edited February 5
    Raptin wrote: »
    I like the fact that the recent change moves us towards active mitigation. But Grit feels a bit one-dimensional and repetative.

    I'd honestly prefer grit being an aura for a couple of reasons:

    -We already have active mitigation via active blocking.
    -We already have active mitigation via Reflect.
    -We already have active mitigation via Fortify.
    -We have active health shielding via intercept
    -We have active health shielding via absorption field

    We have SO many *active* things to be doing already that manages our mitigation and health and our teammates health, that adding something we have to press every 10 seconds takes away from all the other things we already have to manage. Also thematically, steeling our resolve before a battle, and putting yourself into a midset just makes sense.




  • RaptinRaptin Member, Alpha Two
    I don't like passive auras that we just get. It's not engaging gameplay and doesn't give any choice. Auras could be uesd if they were more like Fighters stances, where we have to choose wich one we have active, or even wich ones we spec in to.

    I would really dislike if all of our active abilities where just different damage abilities and all mitigation is just passive. The core aspect of a tank, and the difference between really good tanks and the rest, is the ability to make the right choice at the right time and to set up opportunities for the other group members by good positioning and by controling the encounter.

    Having Grit consume Courage means that we need to make good decisions to keep that mitigation up. Not just mindlessly spam damage abilities.

    As of this latest build, I've speced out of Fortify since it's purpose is completely negated by Grit. And yes, I agree that the current itteration of Grit is to much mindless button spamming. But I do want more abilities on a short cooldown that gives active mitigation or control.
  • faucifauci Member, Alpha Two
    Raptin wrote: »
    I don't like passive auras that we just get. It's not engaging gameplay and doesn't give any choice. Auras could be uesd if they were more like Fighters stances, where we have to choose wich one we have active, or even wich ones we spec in to.

    I would really dislike if all of our active abilities where just different damage abilities and all mitigation is just passive. The core aspect of a tank, and the difference between really good tanks and the rest, is the ability to make the right choice at the right time and to set up opportunities for the other group members by good positioning and by controling the encounter.

    Having Grit consume Courage means that we need to make good decisions to keep that mitigation up. Not just mindlessly spam damage abilities.

    As of this latest build, I've speced out of Fortify since it's purpose is completely negated by Grit. And yes, I agree that the current itteration of Grit is to much mindless button spamming. But I do want more abilities on a short cooldown that gives active mitigation or control.

    Realistically its either have 300+ APM or we go back to the passive until they develop a new system. As a Sigma tank I vote to have grit be a 1.1 second duration, that required track IR so that if you look away from your effects it ends early.
  • FippyFippy Member, Alpha Two
    Raptin wrote: »
    Auras could be uesd if they were more like Fighters stances, where we have to choose wich one we have active, or even wich ones we spec in to.

    Granted, it's extremely unusual to run 2 tanks in a group outside of raids, but I have found that having Grit up or down is a choice that I'm frequently making when I'm doing main or off tanking, or when I need to peel a mob from the other tank. If you're solo tanking it's more of a set and forget, but that doesn't mean it's the only way it can be used that way. I do think it would be much more interesting to spec into the auras, and have more aura options so the ones we have available feel more meaningful though.
    Raptin wrote: »
    I would really dislike if all of our active abilities where just different damage abilities and all mitigation is just passive.

    We literally only had two passives before, everything else is active management. We have the 5 different ways to affect the amount of incoming damage that I listed earlier, and I didn't list any of the ways that we can trip mobs to affect incoming damage either, because we have at least 3 of those with ground pound, oppressive reflect, and Tremoring strike. We don't lack for active mitigation abilities at all. Like sure, the skills do damage, but I'm not using the skills to do damage, I'm using it to tank better.
    Raptin wrote: »
    But I do want more abilities on a short cooldown that gives active mitigation or control.

    As stated above, I feel like we already have this, but I would also say we can definitely still do more of this kind of active mitigation skill while continuing to have the bare few toggled auras we had in Grit and Iron Aura.

    I do like the idea of some kind of skill that burns courage to keep active, but make it in addition to Grit or something, don't make the literal most basic foundational part of tanking, which is having a minor mitigation advantage compared to other classes, something we have to manage ad nauseam.

    Grit ending when you consume your courage also feels problematic when one of our big mitigation skills also completely consumes courage, and a different skill just refills courage.

    tldr;
    We have lots of active mitigation, Grit is just a passive self buff. Clerics can imbue weapons, bards have melodies, mages have elemental empowerment, and Rangers even have a passive mitigation buff... Let Tanks have their passive self buff too.
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