noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun? Why is it a stun?
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun?
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense.
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you?
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack.
Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank.
noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game.
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun? Why is it a stun? Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun? Why is it a stun? Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about. Nah, you can still use all your abilities, you are just forced to use them on the tank.
Wandering Mist wrote: » ] Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about.
Raoul9753 wrote: » Wandering Mist wrote: » ] Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about. Or you could for example, use the time to rebuff yourself, use your own cc on the tank, drink a potion etc.
Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun? Why is it a stun? Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about. Nah, you can still use all your abilities, you are just forced to use them on the tank. Oh? Is that confirmed? I guess I'm far too used to taunts in LoL where your character only uses auto attacks when taunted.
ArthanM wrote: » There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot.
noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » Wandering Mist wrote: » noaani wrote: » My hope in PvP is that abilities with hate gain on them act as short duration forced target abilities in PvP - ranging from 0.5 seconds to maybe 2 seconds for the strongest taunts in the game. What I'd really like is a taunt like the ability "Anchor Howl" from Log Horizon, which doesn't force an enemy player to attack the tank, but if they attack anyone else they will be hit by a huge counterattack for lots of damage. I think this is far more interesting than straight up forcing the character the attack the tank. The problem with this is that - unless there is an automated way to target - it would be difficult to tell which tank it is that cast it on you. If there are 5 tanks that are in range of you, you waste seconds figuring out which one you are able to attack. Would make the PvP meta to just charge the enemy with tanks to confuse them as to who they can and can not attack. You can solve that with a simple visual cue like a line of light that links the 2 players together or something along those lines. That still only partially works. While collision is a thing in Ashes, so is a mass of tanks. You get 6 or 8 tanks all standing in one area, as close as they can get (being tanks, AoE won't hurt them too much), and it will still be very hard to see which one you need to target. Not saying the idea couldn't work, I'd just rather see it with at least the option to automatically target the tank that cast it on you. Also, what happens if two tanks cast it on you? So you add in counterplay to taunts. For example, a Cleric might have the ability to cleanse the taunting effect from a teammate. Also your scenario of a wall of tanks would be just as effective with a more traditional taunt, so the point is moot if you ask me. With the way I suggested a taunt, you would automatically be targeting a viable target, and so can carry on attacking. You may not be targeting the player you wanted, but that is the point of a taunt/tank. IMO, they should be there to force the focus of opponents on to them, not to slow down opponents attacks or force healers to clense. Why not? Isn't that far more interesting gameplay than just what is effectively a stun? Why is it a stun? Ok not exactly a stun, but close enough since all you can do is basic weapons attacks on a beefy tank. Regardless of what kind of effect taunting has in PvP, I would like to see some kind of counterplay to it, which is something that many games seem to forget about. Nah, you can still use all your abilities, you are just forced to use them on the tank. Oh? Is that confirmed? I guess I'm far too used to taunts in LoL where your character only uses auto attacks when taunted. Nope, it's just my suggestion in this thread. But we all know how my suggestions end up.
noaani wrote: » ArthanM wrote: » There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot. This would make tanks the best DPS debuffers in the game - something that should go to support classes, which SW:TOR didn't have.
TheLegend27 wrote: » noaani wrote: » ArthanM wrote: » There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot. This would make tanks the best DPS debuffers in the game - something that should go to support classes, which SW:TOR didn't have. I don't think this one skill alone would be enough to make them "best dps debuffers". Even if it did, what would be wrong with it? Support classes can still be much more versatile and useful
Neurath wrote: » If the taunt isn't instant peel, then there is no point in a taunt. You would see Raids wipe when Healers can't be peeled off and protected.
noaani wrote: » TheLegend27 wrote: » noaani wrote: » ArthanM wrote: » There is also option to do it how Star Wars the Old Republic does it where you receive massive (50%) damage debuff if you attack someone else the the guy who put the taunt on you. You can still choose to ignore it but it has hefty price to it and a taunt I think last 8 seconds which in SWtOR is a lot. This would make tanks the best DPS debuffers in the game - something that should go to support classes, which SW:TOR didn't have. I don't think this one skill alone would be enough to make them "best dps debuffers". Even if it did, what would be wrong with it? Support classes can still be much more versatile and useful People don't roll tanks to be support.
Raoul9753 wrote: » Neurath wrote: » If the taunt isn't instant peel, then there is no point in a taunt. You would see Raids wipe when Healers can't be peeled off and protected. We are talking PvP here, not PvE.
Neurath wrote: » [ We are talking PvP here, not PvE.