Honshu wrote: » I'm personally always interested in ways to smooth that jarring gameplay jump from PvE to PvP effects. I don't like "PvE only" effects, because as others have mentioned, it creates a stronger divide between PvE and PvP, which should be avoided in AoC because one of its goals is to draw both types of players into a common world. The fewer gameplay differences there are between those worlds, the more readily and easily players will be able to engage with both sorts of content.
Honshu wrote: » Honestly, I liked the way Warhammer Online handled it; taunting a player means the tank gets a damage bonus to that player for a short period of time, or until the taunted player hits the tank a couple times. Likewise, I enjoy the notion @Maciej posed; as a Tank attacks a target, he gains a buff that lets him deal more damage to that target; as he is attacked by that target, he loses the buffs that give him extra damage, roughly evening out to no damage bonus as long as the enemy target keeps his full attention on the Tank.
Maezriel wrote: » Honshu wrote: » Honestly, I liked the way Warhammer Online handled it; taunting a player means the tank gets a damage bonus to that player for a short period of time, or until the taunted player hits the tank a couple times. Likewise, I enjoy the notion @Maciej posed; as a Tank attacks a target, he gains a buff that lets him deal more damage to that target; as he is attacked by that target, he loses the buffs that give him extra damage, roughly evening out to no damage bonus as long as the enemy target keeps his full attention on the Tank. I greatly prefer this idea to the "forced target" one especially in Ashes where the camera seems to be locked right behind your character. If you're forced to target something it could end up whipping your character that way which just sounds more frustrating than fun. I understand stuns, fears, and similar effects are necessary but I'd far rather buffs and debuffs such as rogues getting a stacking damage multiplier the more backstabs they get on you than a slew of hard CCs b/c I've played a LOT of PvP in games like WoW where you end up having a single trinket and once that's popped you've either won or walked away and honestly it doesn't feel that rewarding to have fights come down to who has the most stuns.
Noaani wrote: » Maezriel wrote: » Honshu wrote: » Honestly, I liked the way Warhammer Online handled it; taunting a player means the tank gets a damage bonus to that player for a short period of time, or until the taunted player hits the tank a couple times. Likewise, I enjoy the notion @Maciej posed; as a Tank attacks a target, he gains a buff that lets him deal more damage to that target; as he is attacked by that target, he loses the buffs that give him extra damage, roughly evening out to no damage bonus as long as the enemy target keeps his full attention on the Tank. I greatly prefer this idea to the "forced target" one especially in Ashes where the camera seems to be locked right behind your character. If you're forced to target something it could end up whipping your character that way which just sounds more frustrating than fun. I understand stuns, fears, and similar effects are necessary but I'd far rather buffs and debuffs such as rogues getting a stacking damage multiplier the more backstabs they get on you than a slew of hard CCs b/c I've played a LOT of PvP in games like WoW where you end up having a single trinket and once that's popped you've either won or walked away and honestly it doesn't feel that rewarding to have fights come down to who has the most stuns. So, your arguement basically boils down to "you dont want a thing because you once played a game with a poor implementation of a similar thing". I dont want a poor implementation of any system in Ashes, and any arguments I put forward are based on the assumption that Intrepid would implement then as well as is possible. Now, my issue with taunts being a damage buff are that tanks are not there for dealing damage, they are there to control the battlefield, to protect their friends. As far as I am concerned, anything that doesn't allow tanks to be tanks is not the appropriate thing to give to tanks. Since tanks are tanks, not DPS, giving them something to increase their DPS rather than make them better tanks is a non-starter to me.
Maezriel wrote: » Noaani wrote: » Maezriel wrote: » Honshu wrote: » Honestly, I liked the way Warhammer Online handled it; taunting a player means the tank gets a damage bonus to that player for a short period of time, or until the taunted player hits the tank a couple times. Likewise, I enjoy the notion @Maciej posed; as a Tank attacks a target, he gains a buff that lets him deal more damage to that target; as he is attacked by that target, he loses the buffs that give him extra damage, roughly evening out to no damage bonus as long as the enemy target keeps his full attention on the Tank. I greatly prefer this idea to the "forced target" one especially in Ashes where the camera seems to be locked right behind your character. If you're forced to target something it could end up whipping your character that way which just sounds more frustrating than fun. I understand stuns, fears, and similar effects are necessary but I'd far rather buffs and debuffs such as rogues getting a stacking damage multiplier the more backstabs they get on you than a slew of hard CCs b/c I've played a LOT of PvP in games like WoW where you end up having a single trinket and once that's popped you've either won or walked away and honestly it doesn't feel that rewarding to have fights come down to who has the most stuns. So, your arguement basically boils down to "you dont want a thing because you once played a game with a poor implementation of a similar thing". I dont want a poor implementation of any system in Ashes, and any arguments I put forward are based on the assumption that Intrepid would implement then as well as is possible. Now, my issue with taunts being a damage buff are that tanks are not there for dealing damage, they are there to control the battlefield, to protect their friends. As far as I am concerned, anything that doesn't allow tanks to be tanks is not the appropriate thing to give to tanks. Since tanks are tanks, not DPS, giving them something to increase their DPS rather than make them better tanks is a non-starter to me. I mean, all of our arguments are based on past experiences. I don't want too much hard CC b/c I've played games w/ exactly that and it's just not fun to be stun locked for half a fight. The only real counterplay to stuns is to build for diminishing returns, pop a trinket, or just wait and twiddle your thumbs and I just don't find it fun. I can understand some but I Smite actually does it pretty well IMO where you have a good balance of slows, debuffs, and silences that are largely area control effects so smart positioning is a big part of the match.
Maezriel wrote: » No I think we mostly agree w/ each other @Noaani. When I said limit how much there is I meant that I'd rather not see every single Archetype have a stun (I'd put sleep, daze, etc all in the same line) and maybe let them play around w/ other forms of interactioins such as damage increases (or for Tanks perhaps damage mitigation if he's not attacked by his main target) or things of that nature.
Noaani wrote: » What relevance does anything in regards to DPS have to do with the argument that you put forward in regards to healers?
Maciej wrote: » @Nerror having to kill the tank is pretty punishing I think. I quite like the WAR mechanic for removing the taunt: hit the tank 3 times to remove the debuff (or wait it out).
Nerror wrote: » Noaani wrote: » What relevance does anything in regards to DPS have to do with the argument that you put forward in regards to healers? The relevance is that my first point included all classes, not just healers. You just cherry picked one sentence out of two paragraphs and tried to call it my first point. That's a super dishonest debating technique.
maouw wrote: » when you get taunted, if you don't hit the tank 3 times then the tank gets an opening to stun you - but he needs to actually hit you to trigger the stun.
maouw wrote: » @Noaani I dont think it has to be a level playing field. Mages being particularly vulnerable to a taunt is fine - I assume this only happens if a tank gets close to the back lines - so a mage should be disengaging anyways.