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.
Tacualeon wrote: » Damokles wrote: » A taunt couldcause the taunted enemies to deal less damage to other people then the tank. Example: The Tank uses an AoE taunt and hits 3 enemy players. All those 3 players now get a taunt debuff, that decreases any damage to targets OTHER then the tank to be reduced by 25%. They could still attack others, but it wouldnt be as effective as normal. I like this. I also propose forcing enemies to target the tank for a split-second. For those of you that played Wow, feign death from Hunter and it's application.An enemy is casting a spell toward a friend, you taunt that enemy and you just bought 1-2 seconds in which the enemy have to re-adquire the target and start casting again. We could have the taunt working both for pve and pvp.
Damokles wrote: » A taunt couldcause the taunted enemies to deal less damage to other people then the tank. Example: The Tank uses an AoE taunt and hits 3 enemy players. All those 3 players now get a taunt debuff, that decreases any damage to targets OTHER then the tank to be reduced by 25%. They could still attack others, but it wouldnt be as effective as normal.
Damokles wrote: » The direction of focus wouldnt work well with the action combat though^^
Tacualeon wrote: » I would agree with you two 100% if current combat wasn't mostly tab-targeted. I think in the end, autoatacks will be tab-targeted and whatever action combat they add will be inserted into skills. Taunt doesn't necesarily have to be as powerful for pvp as it is for pve. Maybe just make it pve with a simple and small effect in pvp such a 1 second distraction.
Tacualeon wrote: » Do you think they will add action-based auto-attacks? Calculating action weapon position in the world during a siege with 100 people around could be hard for server stability.
Nagash wrote: » Tacualeon wrote: » Do you think they will add action-based auto-attacks? Calculating action weapon position in the world during a siege with 100 people around could be hard for server stability. well an auto-attack is not action-based sooooo
Tacualeon wrote: » Do you think they will add action-based auto-attacks? Calculating weapon position and hit-boxes in the world during a siege with 100 people around could be hard for server stability.
maouw wrote: » This won't be very different to the server having to calculate hitboxes for skills.