Voeltz wrote: » Some people seem to have this idea that MMOs would be better off without threat. There are reasons why it's been around so long and it's not just because it's familiar to the MMO playerbase. Without threat, tanks have no way to hold agro for their group. Without being able to hold agro, the tank class is worthless in PvE. Without dedicated tanks, there's no trinity and the rest of the game is in shambles. Threat exists so tanks have a way to keep enemies attacking them while building fully into defensive stats. Otherwise dps classes with the highest damage output would be targeted 100% of the time and the tanks would be completely ignored.
NiKr wrote: » Voeltz wrote: » Some people seem to have this idea that MMOs would be better off without threat. There are reasons why it's been around so long and it's not just because it's familiar to the MMO playerbase. Without threat, tanks have no way to hold agro for their group. Without being able to hold agro, the tank class is worthless in PvE. Without dedicated tanks, there's no trinity and the rest of the game is in shambles. Threat exists so tanks have a way to keep enemies attacking them while building fully into defensive stats. Otherwise dps classes with the highest damage output would be targeted 100% of the time and the tanks would be completely ignored. What if the tank could instead prevent their partymates from taking damage by standing between the boss and the target? That would still be tanking, that would still serve the same goal of absorbing the dmg that could kill others, that would still support a tanky build on your character - but it wouldn't just rely on threat mechanics.
Noaani wrote: » It would require the entire game be built in tight corridors. Purely block based tanking doesn't really work in wide open space.
NiKr wrote: » I mean, a ton of top lvl content will already be happening in dungeons, so there's your enclosed limited spaces.
Noaani wrote: » A game where you are relying on body blocking for tanking would require all content to be in corridors. Also, for the most part, bosses in dungeons are in rooms, not corridors. Large rooms, at that.
NiKr wrote: » Noaani wrote: » A game where you are relying on body blocking for tanking would require all content to be in corridors. Also, for the most part, bosses in dungeons are in rooms, not corridors. Large rooms, at that. Environmental hazards within the maximum range of rangers and mages + directional boss aoes = people needing a protection from that dmg. Currently most games would just give you a small spot to stand on where the hazards won't appear or where the boss won't hit. But what if on top of that the tank could also just provide a protection for the person standing "in the red". Obviously this would have to be properly balanced with CDs and protective strengths, so that tanks wouldn't just permaprotect some dps who'd constantly put out 100% of their power, but still.
Noaani wrote: » I mean, you are basically saying "lets take aspects of bards and healers and give it to tanks, just because". Tanks should have "oh shit!" buttons. Healers and support should have abilities that are used in a pre-meditated manner.
NiKr wrote: » Noaani wrote: » I mean, you are basically saying "lets take aspects of bards and healers and give it to tanks, just because". Tanks should have "oh shit!" buttons. Healers and support should have abilities that are used in a pre-meditated manner. What I'm suggesting would be those exact "oh shit" buttons. They'd just be used more often than once or twice a farm.
Noaani wrote: » If an ability can be used more than once an hour, it isn't an "oh shit!" button. Ideally, once every two or three hours. If you can use it every 15 minutes, it becomes a fairly standard part of your gameplay, and makes the game too easy. People you are grouping with will come to expect you use your "oh shit!" button to cover up their mistakes.
NiKr wrote: » But isn't "covering up each other's mistakes" the point of group content? At least until everyone can play as perfectly as possible.
I'm not sure I follow. Games with threat mechanics (even basic threat mechanics) still require positioning, timing, general awareness, all of the things you are talking about here. In a hypothetical sense, I understand and even agree with you that games where tanks don't have to put some major thought in to positioning, timing or awareness would suck. The thing is, I've not seen a game where a tank doesn't need to think about these things, regardless of threat mechanics.
novercalis wrote: » apparently FF14 from what I've read. Some tank can do something a few times and then stop doing anything and he will still have threat for the next 10 min. paraphrasing
Sathrago wrote: » So in the end I would suggest the threat system be tied to how well the tank performs, not how well the healer and dps are at not doing their job.
Ace1234 wrote: » Noaani I'm not sure I follow. Games with threat mechanics (even basic threat mechanics) still require positioning, timing, general awareness, all of the things you are talking about here. In a hypothetical sense, I understand and even agree with you that games where tanks don't have to put some major thought in to positioning, timing or awareness would suck. The thing is, I've not seen a game where a tank doesn't need to think about these things, regardless of threat mechanics. I get you, im not necessarily saying you "can't" have combat skill and threat coexist- im just saying the standard design of how aggro works (enemies have a consistent way of positioning themselves toward the tank) detracts from combat skill in the situations when aggro is active. So you can still have a lot of skill in combat otherwise, but in those situations it detracts from that, in favor of managing threat to retain that aggro. This is just simply because rather than you having to reposition to counter the postioning of the enemy, they position themselved in a predictable manner when the aggro happens (generally speaking)- so you don't really have to reposition or do a lot of these skills that you normally would have to do if you weren't manipulating the AI, compared to the alternative of having tools to counter/adapt to a situation the AI creates. Things like using movement to get in between the enemy and dps, or knocking the enemy away from the team, then having to reposition your team's formation, etc., rather than getting aggro and having the AI do all the work for you. These are all ways where you can "be the target and have control over the battlefield" but in a more engaging way (imo) than simply managing AI manipulation, compared to managing threat in those situations.
I don't know what games it is you are playing, or what content in those games, but this seems like a niche issue within those games and that content. Every game I have played has had many top end encounters where the tank has to reposition the mob, for various reasons. Again, I think your issue here is with the design of a specific game, or a specific type of content. If you are only playing low to mid tier content - even if across many games - you won't come across advanced mechanics like this.
Ace1234 wrote: » I personally would rather double down on situational awareness
I don't actually get what threat management has to do with situational awareness in this regard.
Arugan wrote: » As a Tank from the inception of MMORPG to the current MMROPG. I too agree that Threat management is not fun. I am not saying remove threat management.I am saying: 1. Make it reasonable, Hard content has a hard time maintaining and regaining threat. But if you do it properly and 90% of the moves are done right. You shouldn't lose agro. 2. Introduce more mechanics. Threat mechanic shouldnt be the only thing going for a tank. Have blocking mechanics, mitigation mechanisms, and survival staying alive mechanics.Example: - Blocking at the right time in Valheim. Which if you do it right, it's rewarding not only in entertainment but you prevented more dmg or even causing stagger. If done wrong then you get smacked hard. - Smite has tons and tons of mitigation mechanics (ice walls, stone walls, giving allys shields etc..) Which is awesome if done right you just blocked some one from escaping or doing dmg. If done wrong then you just blocked your team from doing dmg or running away. - Survival Mechanics. Boosting your armor but doing less dmg. Or boosting armor but going slower etc..