Sarevok wrote: » If the leveling speed was from 1 - being slow AF and 5 - being Fast; I would like to see tanks and healers at a 3.5, DPS/Tank hybrids at a 4 and pure glass cannon melee or spell DPS at a 5.
Damokles wrote: » Sarevok wrote: » If the leveling speed was from 1 - being slow AF and 5 - being Fast; I would like to see tanks and healers at a 3.5, DPS/Tank hybrids at a 4 and pure glass cannon melee or spell DPS at a 5. Here is how i would want to see it: From 1 to 5 (Slow like a snail to fast like sonic) Pure Tanks, Tank Supports (Tank/Tank, Tank/Cleric, Tank/Bard) - 2 Offtank Supports (Bard/Tank, Cleric/Tank) 2.5 Pure Supports, Tank DPS (Cleric/Cleric, Bard/Bard, Tank/DPS) 3 Support DPS, DPS Offtanks (Bard/DPS, Cleric/DPS, DPS/Tank) 3.5 DPS Support (DPS/Bard, DPS/Cleric)4 PURE DPS (DPS/DPS) 5
noaani wrote: » Damokles wrote: » Sarevok wrote: » If the leveling speed was from 1 - being slow AF and 5 - being Fast; I would like to see tanks and healers at a 3.5, DPS/Tank hybrids at a 4 and pure glass cannon melee or spell DPS at a 5. Here is how i would want to see it: From 1 to 5 (Slow like a snail to fast like sonic) Pure Tanks, Tank Supports (Tank/Tank, Tank/Cleric, Tank/Bard) - 2 Offtank Supports (Bard/Tank, Cleric/Tank) 2.5 Pure Supports, Tank DPS (Cleric/Cleric, Bard/Bard, Tank/DPS) 3 Support DPS, DPS Offtanks (Bard/DPS, Cleric/DPS, DPS/Tank) 3.5 DPS Support (DPS/Bard, DPS/Cleric)4 PURE DPS (DPS/DPS) 5 See, to me, this depends more on other factors in the game than anything else. Since we are talking specifically about leveling speed, not killing speed, the main factor in determining this is the ratio of experience earned via kills vs quests. If quests offer up a good amount of the xp a character would be expected to earn, the question then turns to how the quests manifest in game. If the game has a lot of "kill 20 of these mob that are all close together quests" (as is likely in a game like Ashes, like it or not), then the fastest leveling character isn't going to be the pure DPS, as the pure DPS is probably only able to take one or two of these mobs on at a time. The tank/DPS hybrid though, even though they may kill individual mobs slower, could probably take on 5 or 6 at a time, and assuming they have attacks with a frontal arc attack, could probably kill 5 or 6 in about the same time as the pure DPS can kill 3 or 4. On the other hand, if the quests involve getting to a specific location that is past many mobs, the class with stealth may well be at an advantage. Then you have to look at the death penalties the game has. If xp is one of them, pure DPS classes are at an even bigger disadvantage as they absolutely will die more often than a tank/DPS or healer/DPS hybrid. The only real time a pure DPS (as in, glass cannon) is at an advantage over all other classes while leveling is in games with no real death penalty, and where killing mobs with reckless abandon is as good a means of gaining xp as questing is - or where the bulk of quests require less than 8 kills or are fetch/deliver style quests. Now, if we were talking about pure kill speed, then obviously DPS classes should be way out in front. However, we are talking leveling speed, and just killing isn't the whole story there.
Ventharien wrote: » Also since you brought up ideas in pvp as well, I'd love if tanks had a switch on their taunting abilities, where if they were used in pvp, the targets would do reduced damage unless fighting their taunter. Especially if there is a graphic or overlay that clearly shows who taunted you. That way tanks could actually be tanks in pvp, as opposed to drags on team dps as they are seen in some mmo titles.
noaani wrote: » Ventharien wrote: » Also since you brought up ideas in pvp as well, I'd love if tanks had a switch on their taunting abilities, where if they were used in pvp, the targets would do reduced damage unless fighting their taunter. Especially if there is a graphic or overlay that clearly shows who taunted you. That way tanks could actually be tanks in pvp, as opposed to drags on team dps as they are seen in some mmo titles. I'm not a huge fan of this, unless it is made absolutely clear which tank you need to be targeting in prder to do full damage. My preference for taunts in PvP is that they force your target to target you, much as they do on PvE.
Damokles wrote: » We know that people will be able to choose their secondary class at lvl 30, but we dont really know when the lowest level for skill augments would be.
Damokles wrote: » noaani wrote: » Ventharien wrote: » Also since you brought up ideas in pvp as well, I'd love if tanks had a switch on their taunting abilities, where if they were used in pvp, the targets would do reduced damage unless fighting their taunter. Especially if there is a graphic or overlay that clearly shows who taunted you. That way tanks could actually be tanks in pvp, as opposed to drags on team dps as they are seen in some mmo titles. I'm not a huge fan of this, unless it is made absolutely clear which tank you need to be targeting in prder to do full damage. My preference for taunts in PvP is that they force your target to target you, much as they do on PvE. I think that the taunt idea with reduced damage makes a bit more sense. A forced attack would be like a hard cc for a long duration after all and intrepid wants to avoid hard cc as much as possible. I think that it would be enough, if the tank anc taunted enemy were tethered by a line to show that they are taunted.
Atama wrote: » The point of taunts in PvP becoming debuffs is not to make them effective as taunts, and therefore coerce people into attacking tanks. If that was the goal then they’d just go ahead and let the taunt force you to target the tank for a duration. Instead, the point is to make the taunt skill be useful for something. Otherwise it’s a wasted spot in PvP. And honestly, in many (most?) MMOs that’s exactly what a taunt is, just something you never use in PvP because it’s worthless. Turning it into a debuff against all but the taunter makes it a semi-taunt debuff. It’s a cool idea and gives a tank another reason to be in PvP. Maybe he’s not serving in the same role he’d serve in PvE, but he’s doing something useful and it’s at least thematically related to his class.
Sarevok wrote: » i. e. Tank taunts target. Now target gets a -30% dmg done to other targets but a +30% bonus damage to tank. This way tanks won't abuse during 1v1s.
noaani wrote: » Atama wrote: » The point of taunts in PvP becoming debuffs is not to make them effective as taunts, and therefore coerce people into attacking tanks. If that was the goal then they’d just go ahead and let the taunt force you to target the tank for a duration. Instead, the point is to make the taunt skill be useful for something. Otherwise it’s a wasted spot in PvP. And honestly, in many (most?) MMOs that’s exactly what a taunt is, just something you never use in PvP because it’s worthless. Turning it into a debuff against all but the taunter makes it a semi-taunt debuff. It’s a cool idea and gives a tank another reason to be in PvP. Maybe he’s not serving in the same role he’d serve in PvE, but he’s doing something useful and it’s at least thematically related to his class. I don't understand this thought process. I totally agree that if developers do nothing to taunts in PvP, they are effectively useless. What I don't get is that you seem to be championing giving taunts a purpose - any purpose - over trying to make them have a similar use and function as they have in PvP, which would then in turn give tanks a similar use and function in PvP to what they have in PvE.