HiPotion wrote: » ...... 3.) Mechanics ..... Fluff Damage(Auto Attacks) and Tank busters are absolutely needed, ....
HiPotion wrote: » 2.) Balance It’s not always clear cut and issues can always be ironed out later regarding the arch type system. What’s really important is that Every tank is viable. I’ve seen terms like Main Tank, Off Tank, Side Tank, and honestly if you pick tank 1st or 2nd you should be viable as a tank. Otherwise you’ll run into issues of dividing the player base. Why take a (X/Tank) when (Tank/X) and (Tank/Tank) is better.
Wandering Mist wrote: » @Tam Hawkins I've faught bosses like the ones you describe and on their own those "tank buster" mechanics are very boring and predictable. In order to make the fights more interesting you need to combine those "tank buster" abilities with other fight mechanics that force the tanks to choose when to take those bit hits and when to use their big cooldowns. For example, let's say you have a boss which has an ability that deals damage and applies a debuff to the tank, increasing the amount of damage the tank takes with each hit. So on the first time the ability deals 40% of the tank's max health. The second time it deals 60% of the tank's max health, etc until it can 1-shot the tank from full health. This debuff forces a tank swap to occur which will reset the debuff and keep the damage manageable. Fairly simple right? Well, now let's add in some adds that the off-tank needs to deal with. Suddenly this changes the dynamic of the fight because now the tanks have to think about when to do the swap and whether to use their emergency cooldowns to withstand more stacks of the debuff than they should normally be able to. This may be necessary depending on how quickly the adds can be killed by the rest of the raid.
leonerdo wrote: » @Tam Hawkins @Wandering Mist A couple things (nevermind, a lot of things, sorry, I just kept typing): Y'all are talking about 2.x content which is 5 years old now. I'm not saying that makes it irrelevant or bad, but it's limited information. For instance, I would add that, at max level in 5.x, tanks have a minimum of two abilities to reduce team-wide damage as well. So they can/should coordinate some of those cooldowns with their healers (and Ranged DPS, who also get 1 team-defense cooldown).
leonerdo wrote: » So just keeping tabs, we now have 4 comments talking about different FFXIV tank mechanics. And I could add more (about positioning, and invuln skills, and big trash pulls in dungeons). Clearly, there's a decent amount of gameplay available to talk about.
leonerdo wrote: » The only thing I would fault FFXIV for, in regards to tanking, is the near-complete removal of threat management in 5.0. And maybe I could complain that it's not as active as tanking in TERA (or other Action MMOs that I didn't play).
leonerdo wrote: » AoC is obviously not going to take it as far as TERA did (actively blocking auto-attack patterns all the time), so I'd say FFXIV is a fine example to look to (aside from the threat part). All of that is IMO, of course.
leonerdo wrote: » Although, I have to admit, you're right that tanking in FFXIV is fairly easy for a veteran of the genre (not so much for newbies). And a lot of the end-game optimization is around DPS rotations rather than tank-specific mechanics. And some of the content (especially content which is vastly out-geared) can be super boring no matter what role you play. But I'd still say there's plenty of fun to be had as tank in FFXIV if you know where to look.
grisu wrote: » I don't think that there should only be high octane inducing 3d chess bosses in every aspects. There is nothing wrong with having parts that are not too demanding. MMORPGS have the luxury to cater to a lot of different kinds of people. Offering more laid back classes or fights isn't inherently wrong. I'm all for alternative design of boss fights and I still wish more people would have humoured me in the boss mechanics thread but I don't need that or highly complex ones for every boss out there to feel good about defeating it.
Caeryl wrote: » Basically I’m in favor of high-demand tanking. Tank and spanks are really boring, and should only be for the most basic sort of group content.
grisu wrote: » OP's 3rd point expresses the wish of wanting a way more demanding boss scenario overall. So I disagree with "no one said that." I also disagree that simple is mutually exclusive with difficult/fun. Caeryl wrote: » Basically I’m in favor of high-demand tanking. Tank and spanks are really boring, and should only be for the most basic sort of group content. and I am of the opinion that there is nothing wrong with parts of a difficult boss fight to be simple and/or a class/skill choice being simple in execution. There are performance check bosses that are thrilling because they are what one would commonly refer to as "simple tank and spank." They are difficult in their own right and in my opinion have a valuable place in every multi boss raid. <shrug>