BlackBrony wrote: » Control should not be a thing during raids. I know people won't like it, but it would be much more interesting imo.
leonerdo wrote: » Maybe there's precious items which the boss was hoarding in his lair, and you can smash them to generate more threat.
leonerdo wrote: » Maybe a rabid animal boss could have more aggro on a bleeding/wounded target, because of predatory instincts. (The gameplay goal would be to keep everyone at full health except the tank.) And of course, there should still be threat-generating and threat-dropping abilities.
leonerdo wrote: » Good tanks managed to mix together a good DPS rotation, blocking only when they needed to, and couple bonus-threat abilities, so that they never lost aggro. But it wasn't taken for granted that every tank could do so perfectly.
BlackBrony wrote: » All I'm saying is that threat makes no sense and gives players control they shouldn't have. You're fighting a boss that needs 20 people to kill, and that boss is only targeting the only thing that is not killing them. DPS meters and threat/hate are all about control. Players should not have control during the battle. Battles should be chaotic and ever changing. Sure, some strategies might work better, but no. Control should not be a thing during raids. I know people won't like it, but it would be much more interesting imo. Hate is a meta game term that makes no sense, it might be the standard, but if players had no control, would be much better.
BlackBrony wrote: » I don't mean one shot party members, that I believe is the problem with game design. Bosses shouldn't one shot anyone that is not the tank.
Ventharien wrote: » Almost any Threat/Hate system has an in game explanation, either you are insulting them, or magically enraging them, so they make perfect sense.
BlackBrony wrote: » Ventharien wrote: » Almost any Threat/Hate system has an in game explanation, either you are insulting them, or magically enraging them, so they make perfect sense. I find hard that a boss so powerful that you can't stun/root/or any other CC falls for an insult or a magic that forces it to attack someone who can't die. There can be new ways, even dying could be part of the mechanics. What I mean is that the design has become stale.
Jamation wrote: » I've seen a lot of talk about realism, but from what I've read it still seems like people are looking at it from the perspective of a person sitting at their computer playing a video game. If you want realism consider this: You're a large ogre and a small group of humanoid types are attacking you. You're first instinct is to hit whatever is close because "realistically" you can't tell how much damage the archer does per arrow compared to the man swinging a very sharp, very dangerous, very head-chopping-off-able sword in your face. Your goal is to take out your opponent while also protecting your weak points. How can you do that if you ignore the people right next to you in order to charge after the "high dps" folks. That's where fight mechanics come in. AOE's, large line attacks, cone attacks, sneak attacks, etc etc. All of these are the enemies attempt at hitting those out of reach enemies while also defending themselves. The enemy that your killing is also constantly defending themselves. In their own sense they too are a "tank". If the enemy didn't care about "blocking" and mitigating their own damage they'd probably die very quickly from lack of protecting themselves. However, back to the original question of the thread: It depends? There have been a lot of times where I thought it was silly how close you could get to a boss without causing it to attack you. However, I wouldn't want this to be on every enemy or if it was it would be a scale-able effect. From what I've gathered (and I might be hella wrong) but the world's been growing and adjusting on it's own without (insert character race) involvement so a lot of enemies might be cautious of a potential new threat. I've seen videos of deer and birds nuzzling photographers and walking right up to them because they had never seen a human in that part of the world. I also know a lot of the predatory species aren't out to just kill anything they see, but they'd defend their territory or hunt for food. If they did go with a detection scheme I think it'd be cool to have it be an "AoE" type thing depending on the development of the node. New nodes would have friendly types that wouldn't run away but might notice you if you get too close while the hostile enemies would only attack if you got close to it, but certain enemy types might "stalk" you or they'll attack if you're near their pack/home. And as the nodes progress you'd see more typical interactions like friendly types would flee at the sight of a human while predator types might actively seek you out for food or have a wider detection rate due to their decreasing land. And if enemies did become aggressive towards you I'd want it to be realistic in the sense that if I'm level 100 and a level 5 cheetah sees me it's not going to attack me as it can tell "hey I can sense that this human is a lot more dangerous than that child I ate the other day". Because nothing becomes more annoying when you're out and about and all of a sudden you hear battle music because a level 2 frog is jumping at you but can't damage you but is also preventing you from doing other things. But overall, this isn't a zombie apocalypse game. So I don't expect things to see me and instantly attack. If they did, then I'd think they were pretty dumb mobs.
grisu wrote: » I always just saw tanks as excelling in deceiving, taunting and controlling a mob to have it focused on you. That's their skill set beside having big shields and heavy armour. Making the mob believe you as the tank are the most important target or being the bullwark that won't let you pass to get to whatever you want to attack.
Moseph wrote: » Basically tanks are just assholes talking shit the whole time, sitting there pissing off the boss. "Hey... Hey... Your mother was a hamster, and your father smelt of elderberries.”
grisu wrote: » The animal kingdom has lot's of examples supporting perceived threat as a survival mechanism. Animals that make themselves bigger, flash colours, change shape or move in certain ways to deter danger away by making themselves more noticeable and or threatening.
grisu wrote: » I mean, if we are talking "realism" and immersion breaking for you, how would you as a boss, know that it was the ranger that dealt all that damage to you?
Caeryl wrote: » grisu wrote: » The animal kingdom has lot's of examples supporting perceived threat as a survival mechanism. Animals that make themselves bigger, flash colours, change shape or move in certain ways to deter danger away by making themselves more noticeable and or threatening. Petition to make neon colored armor add to your threat generation (/s)
Moseph wrote: » Caeryl wrote: » grisu wrote: » The animal kingdom has lot's of examples supporting perceived threat as a survival mechanism. Animals that make themselves bigger, flash colours, change shape or move in certain ways to deter danger away by making themselves more noticeable and or threatening. Petition to make neon colored armor add to your threat generation (/s) Or colorful plumes on our backs like Peacocks open up as a taunt.