Percimes wrote: » The problem with tanks is that their threat role makes little logical sense.
Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be.
Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment.
Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment. My issue with that is the lack of being able to see the person in question and target them. I would be fine with this if it also included a target change to the tank, and if having this ability cast on you by a second tank, it cancels the first. Without a forced target change, this ability would be far to frustrating to use in large scale combat, where there may be a dozen enemy tanks in range, and any number of them may appear as if they are mages, rangers or healers.
Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment. My issue with that is the lack of being able to see the person in question and target them. I would be fine with this if it also included a target change to the tank, and if having this ability cast on you by a second tank, it cancels the first. Without a forced target change, this ability would be far to frustrating to use in large scale combat, where there may be a dozen enemy tanks in range, and any number of them may appear as if they are mages, rangers or healers. That's true, there would need to be some kind of indicator for which tank has taunted you, and a condition that you can only be taunted by one tank at a time.
Wandering Mist wrote: » I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment. My issue with that is the lack of being able to see the person in question and target them. I would be fine with this if it also included a target change to the tank, and if having this ability cast on you by a second tank, it cancels the first. Without a forced target change, this ability would be far to frustrating to use in large scale combat, where there may be a dozen enemy tanks in range, and any number of them may appear as if they are mages, rangers or healers. That's true, there would need to be some kind of indicator for which tank has taunted you, and a condition that you can only be taunted by one tank at a time. Indeed. I dont see a simply visual indication being enough - one need only look at the spell effects as they stand now to understand how hard it would be to spot anything actually important in very large scale combat. I cant think of any indication that would work for something this instantaneously important, which is why I think a forced target change is a minimum requirement.
Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment. My issue with that is the lack of being able to see the person in question and target them. I would be fine with this if it also included a target change to the tank, and if having this ability cast on you by a second tank, it cancels the first. Without a forced target change, this ability would be far to frustrating to use in large scale combat, where there may be a dozen enemy tanks in range, and any number of them may appear as if they are mages, rangers or healers. That's true, there would need to be some kind of indicator for which tank has taunted you, and a condition that you can only be taunted by one tank at a time. Indeed. I dont see a simply visual indication being enough - one need only look at the spell effects as they stand now to understand how hard it would be to spot anything actually important in very large scale combat. I cant think of any indication that would work for something this instantaneously important, which is why I think a forced target change is a minimum requirement. Maybe have a popup on the HUD that said something like "player has taunted you, press hotkey to target them". Of course, in order for the taunt to stay in effect the tank would need to stay within certain range of the target.
Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Wandering Mist wrote: » Noaani wrote: » Percimes wrote: » The problem with tanks is that their threat role makes little logical sense. The fact that taunting is key to a tanks PvE role and useless in PvP is the major issue. The best way to solve this issue that I have seen is simply to make taunts work in PvP. Tants have values, translate that value to a length of time, and make it so any enemy the tank casts a taunt on is forced to target that tank for that duration. All of a sudden, a tanks role in PvP is the same as their role in PvE - which is really what the aim should be. I'm not a huge fan of the forced taunt in PvP that you see in games like League of Legends, but what I would love is for a developer to use the "Anchor Howl" ability from Log Horizon. When "Anchor Howl" is used on you, you aren't directly forced to attack the tank, but if you try to attack anyone else you get hit by a ton of damage. This to me is a lot more engaging gameplay that makes more sense in a pvp environment. My issue with that is the lack of being able to see the person in question and target them. I would be fine with this if it also included a target change to the tank, and if having this ability cast on you by a second tank, it cancels the first. Without a forced target change, this ability would be far to frustrating to use in large scale combat, where there may be a dozen enemy tanks in range, and any number of them may appear as if they are mages, rangers or healers. That's true, there would need to be some kind of indicator for which tank has taunted you, and a condition that you can only be taunted by one tank at a time. Indeed. I dont see a simply visual indication being enough - one need only look at the spell effects as they stand now to understand how hard it would be to spot anything actually important in very large scale combat. I cant think of any indication that would work for something this instantaneously important, which is why I think a forced target change is a minimum requirement. Maybe have a popup on the HUD that said something like "player has taunted you, press hotkey to target them". Of course, in order for the taunt to stay in effect the tank would need to stay within certain range of the target. This could work, but is not going to help a player that is using a fast paced class. Some melee classes (likely rogues) could well have abilities firing off every three quarters of a second. Without a target change associated with this, it would mean they would have literal fractions of a second to react. This kind of thing would work perfectly well for slow casting classes, but without a target change, an ability like this cast on a fast casting class could be devastating due to no fault of the player playing that character.
Wandering Mist wrote: » We don't know how "fast paced" the various classes will play just yet. What my suggestion will do is force a slightly more cautious playstyle that relies on picking your moment to attack and being much more aware of your surroundings than you would normally. Whether that is a good or a bad thing is up for debate.
Nerror wrote: » A forced target taunt is all kinds of bad IMO.
Nerror wrote: » If any of you played Warhammer Online, remember the Marauder pull?
Noaani wrote: » Again, a lot of people have said they don't like the idea, yet no one has said *why* they don't like it.