TheWolfofGar wrote: » if you main tank would you like to see something similar?
NiKr wrote: » TheWolfofGar wrote: » if you main tank would you like to see something similar? Yes.
McShave wrote: » First, I hope that tank game play is more than pressing your high threat abilities and using your interrupt abilities periodically. Your enmity idea for interrupt is an example of something different that might be interesting. Also we know that in game character and npc collision is a thing, so maybe Intrepid could use that as a mechanic.
McShave wrote: » One of my top questions is how this game will handle threat as a mechanic. Without a way to monitor the threat value of each player, it is almost impossible to maximize the damage of each player in case they do manage to pull aggro. Will they implement a method similar to monitoring the current health of enemy targets, where the color of their health bar determines the approximate percentage of their hp bar? We will have to see and test in Alpha 2 or in the Betas.
McShave wrote: » Also, how will tanking bosses compare when comparing world bosses to dungeon bosses and how does being in an open world pvp place change the difficulty of a raid fight? Will open world raid bosses have easier tanking mechanics due to the complexity of managing a large raid? Will bosses be easier in general as well, due to the fact that at any moment an enemy party or raid can invade your boss fight and kill your team? All I have is questions but no answers.
Gui10 wrote: » Hopefully all these things make tanking FUN and not toooo much of a chore than it already is, which is why people don't play it. I am definitely for more variety in playing styles and maneuvers. I believe the mentioned mechanics should be mostly to reward better tanks, sometimes being essential to beating a certain boss or mob, but not always.