JustVine wrote: » .
Azherae wrote: » Honestly, I sometimes wish reality wasn't like this, it causes me to suffer from low-grade solipsism. Even this post is intended to elicit a specific reaction that fits my models.
SirChancelot11 wrote: » Holyshiet... You really are missing it... I really don't know how to break it down Barney style for you anymore than that you're still not understanding the question I'm asking... Go read my post again but slower and then answer the actual scenario...
Dygz wrote: » You choose a Ranger/Tank when you need a Ranger/x. x/Tank is just the way that player likes to play Ranger/x.
Azherae wrote: » It's not hard to understand, we just all disagree on what exactly 'Primary' is.
Azherae wrote: » I perceive the primary ability of a Tank as 'Damage Mitigation', not 'holding attention'. The latter is just 'synonymous and somewhat required'. But 'holding attention' is something I view as no one's role in particular. It's not actually 'required' in some games' designs, it's just a very convenient specialization to have in a world with strong melee attackers who, for some reason, focus all their attacks on one person.
Azherae wrote: » In MOBAs for example a Tanking champion focuses on 'denying the enemy access to strike points on their allies'. The allies have the enemy attention, the Tank is just 'preventing them from dealing damage to the one who has that attention'.
Azherae wrote: » So a Fighter, who is doing a lot of damage, and therefore holding attention, is not 'Tanking'. They are 'holding attention'. If they aren't built defensively, they will fall, or the healer might, depending on how the healing is spread out. In a "Trinity' designed game, enemies may be built to make this a bad idea, but it's not required.
Azherae wrote: » The Fighter could choose to, for whatever reason, spec toward increasing the enmity the enemy has for them, and hold attention even better. Are they 'Tanking' yet? In my mind, no, they're not mitigating enough damage.
Azherae wrote: » In fact, 'Tank' only technically implies 'Armored Damage mitigation', whereas 'Guardian' or similar implies 'actually doing this stuff'. I'm sure that Tanks will have lots of 'hey, leave them alone!' abilities, but that's still viewable as 'mitigation applied to the enemy's current target'.
Azherae wrote: » This is the thing to consider. The reason any character who wishes to Tank cannot do so simply by 'putting on enough Armor' is that they put on the Armor to help the party with Damage Mitigation, and if they do not do enough damage or generate enough enmity, they are not the target, so that specific method of Damage Mitigation is not happening.
Azherae wrote: » A 'Tank' by game definitions is effective when they are efficient at mitigating damage. Mages are not generally good Tanks because their damage mitigation is often inefficient, or they simply aren't allowed to wear gear that would allow them to do it.
Azherae wrote: » If they run out of MP, they no longer generate enmity. If they no longer generate enmity, they are not the target, and any defensive skills they are using, don't matter, unless they can apply those skills toward the current target of the enemy, which most Mages cannot do.
Azherae wrote: » The continual oversimplification of this complex and interesting game dynamic is starting to wear thin. Dygz probably isn't even trying to oversimplify it. Dygz just 'repeats what is said'. Just... stop engaging.
Azherae wrote: » If the Ranger/Tank says 'I'd like to join, I'm a Ranger/Tank', and that darn 'elitist' goes 'We don't need a /Tank, go change your secondary to Rogue for this content', there's a certain set of people who now find themselves in a difficult and for some extremely stressful position. They want to Ranger/Tank, they want to group, but social anxiety demands they conform. Whereas a better design would cause this to happen less often and maybe make people with that condition or related conditions, who often play MMOs precisely to help deal with them, less likely to be put in these stressful situations. Which aspect of what I'm saying here, if any, do you consider to be 'the perspective that doesn't reflect reality'?
Dygz wrote: » Azherae wrote: » If the Ranger/Tank says 'I'd like to join, I'm a Ranger/Tank', and that darn 'elitist' goes 'We don't need a /Tank, go change your secondary to Rogue for this content', there's a certain set of people who now find themselves in a difficult and for some extremely stressful position. They want to Ranger/Tank, they want to group, but social anxiety demands they conform. Whereas a better design would cause this to happen less often and maybe make people with that condition or related conditions, who often play MMOs precisely to help deal with them, less likely to be put in these stressful situations. Which aspect of what I'm saying here, if any, do you consider to be 'the perspective that doesn't reflect reality'? It's a cute assertion. Let's play and see what happens.
Dolyem wrote: » Interested in hearing all opinions on: -Should Tank Primary classes be the only and/or most dominant tank choice? -Should other, not necessarily all, Primary Class variants have secondary options that make them just as viable as tanks or even off-tanks? -Should the Tank Primary class have some variant options to focus more on other roles than simply tanking all of the time? -Should the Tank Primary class be renamed assuming it can fill other roles besides simply tanking? Looking forward to what you all have to say! Edit: More questions resulting from this post I want to hear opinions on: -Is role overlap so wrong? If it is should there really be 9 classes or even variants at all? If its so bad to have a role covered by more than one class, then shouldn't there be just 4 classes? Healer(support), Physical DPS, Magical DPS, and Tank?
JamesSunderland wrote: » The people who are in favor of off tanking, what exactly do you want the limits of off-tanking to be? How better at tanking do you want a Tank/X to be in comparison to a X/Tank?
ptitoine wrote: » I dont think the main difference will be into Tank/X - X/Tank. But the way u build your character. Cause they said there is no limitation on usable gear. So I think tanking will vary in so many ways compared to other MMORPG. Like if you build your mage/tank with Plate and shield and put stats into Def and such. Maybe using earth magic to create shield and armor around him. With taunt added effect to his Original mage spells. Could be quite a viable way to tank. Same could be said with a Cleric/Tank wearing Plate and shield. His way of tanking would be more around self heal (Like Blood DK in WoW maybe) I really dont think tanking will be restricted to Tank/X but more in the way you decide to build your character. I might be completly wrong but thats what i understood when they said there would be no restriction on gear
JamesSunderland wrote: » I understand what your expectations are, but it's important to take in consideration what implications this could mean to the Trinity system, like a Tank/fighter through gear and 2° archetype fighter doing the same or very similar damage to a Fighter/Tank, the informations and statements we currently have don't support such ideas.
JamesSunderland wrote: » ptitoine wrote: » I dont think the main difference will be into Tank/X - X/Tank. But the way u build your character. Cause they said there is no limitation on usable gear. So I think tanking will vary in so many ways compared to other MMORPG. Like if you build your mage/tank with Plate and shield and put stats into Def and such. Maybe using earth magic to create shield and armor around him. With taunt added effect to his Original mage spells. Could be quite a viable way to tank. Same could be said with a Cleric/Tank wearing Plate and shield. His way of tanking would be more around self heal (Like Blood DK in WoW maybe) I really dont think tanking will be restricted to Tank/X but more in the way you decide to build your character. I might be completly wrong but thats what i understood when they said there would be no restriction on gear Even tho there will be no limitations on usable gear, the 1° archetype will have the core of your skillset in which augments from your 2° archetype will be applied, i don't think tank 2° archetype augments will be superior to Tank 1° archetype core skills in terms of tanking functionality (Aggro Generation, CCs, damage mitigation, passive skills and etc) and i don't think gear will be able to compensate for this gap enough to the point where a off-tank performs the same or very similar to an actual tank. I understand what your expectations are, but it's important to take in consideration what implications this could mean to the Trinity system, like a Tank/fighter through gear and 2° archetype fighter doing the same or very similar damage to a Fighter/Tank, the informations and statements we currently have don't support such ideas.
Azherae wrote: » While I don't disagree here, there's one 'problem' with this that is specific to Tanking and actually is probably the entire cause of the discussion.Right now what Tanks do is only distinguished from what other Archetypes do by a little bit. This may change, but that's where we are currently (discussions of base Archetypal stats aside). We have Javelin and Ultimate Defense. Everything else is 'I hit the thing and generate extra Threat' (dismissing the Block Chance one because Tanks could choose not to use Shields). So it's easy to come to the conclusion that if a different Archetype could get close to the base defensive stats of a Tank by putting on Plate Armor, they could just /Tank, 'generate additional threat' on their own abilities, and the result would be the same. I expect that once Intrepid unveils more Active Skills that seem like more than just 'Yep, here's some damage and threat Generation', people will naturally see whatever gap exists between Tank Primary and Tank Secondary. Until then, experience has taught many that in 'freeform' games, anyone can tank if they can get enough mitigation, it's just not always a good idea because they would be more effective gearing to do their primary role. But not that many games offer build freedom but don't also let you manage to do this, do they? But we can expect it, since the concept of the effectiveness of Tank in PvP scenarios also relies quite heavily on those things.