Ace1234 wrote: » Noaani I don't actually get what threat management has to do with situational awareness in this regard. I meant situational awareness in terms of the combat skills are i was referring too- So yeah threat management can still require situational awareness- I should have said "I personally would rather double down on skill-checks relating to more combat oriented skills like positioning/spacial awareness/timing/etc. rather than potentially detract from those things by implementing AI manipulation CC skills"- i thought that was implied when put into the context of my point, but I may have worded it confusingly.
I don't actually get what threat management has to do with situational awareness in this regard.
pgt1027 wrote: » 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.. I agree that there should be more to tanking than just threat, but in my experience getting rid of threat management as an active mechanic isn't done to make tanking or the group experience more complicated or in-depth in other ways, it's just done to simplify and dumb down content. This was even suggested by the OP and the people in this thread. They don't want to get rid of threat to let some deeper mechanic flourish, they want to get rid of threat so they can go ham on damage dealing without having to worry about pulling aggro.
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..
Sathrago wrote: » The paint sniffers that say ff14 does not have challenging combat have not played the end game/challenge mode content and should not be taken as an authority on it. It's as simple as that.
Sathrago wrote: » Look, I understand its a classic way to do threat, but in my honest opinion I believe it just makes the game less fun. All of a sudden good dps players are not good because they do their rotations properly and do high damage, they are now "good" because they know when to not attack. This is silly, If you were to reverse it, it would be like ok tank, the only way to hold aggro is to stand there and hold block.
Noaani wrote: » Sathrago wrote: » The paint sniffers that say ff14 does not have challenging combat have not played the end game/challenge mode content and should not be taken as an authority on it. It's as simple as that. While I agree with you here, the same general sentiment should be applied to people that say; Sathrago wrote: » Look, I understand its a classic way to do threat, but in my honest opinion I believe it just makes the game less fun. All of a sudden good dps players are not good because they do their rotations properly and do high damage, they are now "good" because they know when to not attack. This is silly, If you were to reverse it, it would be like ok tank, the only way to hold aggro is to stand there and hold block. This scenario is a result of game design decisions. The developers decided that is what they want. Since we know FFXIV really doesn't want players being as good as they can be, the fact that they make the limiting factor of DPS classes the ability of tanks to hold aggro shouldn't be a surprise. However, this is not a factor in every game with the same basic threat management system, but with different developer management, and thus different overarching game design decisions. Put another way, games that limit DPS players due to tanks will limit DPS due to tanks regardless of what threat system they use, because that is a top end decision, and the threat management system is a result of that decision - not the other way around.
The second thing I could see you meaning are tank abilities that force your target to target you for a short duration. These abilities are actually CC abilities, not a direct part of threat management. If the game has a good mob AI, mobs will still look for ways to attack the player at the top of their hate list, even if they have to target a different player (non-targeted AoE's as an example). Due to this, it can at times be worse to use such an ability, and a good tank should know when to use it and when to not use it (misuse will wipe a group or raid).
Mobs have a list of entities that have generated hate towards them, and attack the entity at the top of that list. That's it. That is the end of the system.
Ace1234 wrote: » which generally what I have seen is a tank ability that creates a "CC" type effect that manipulates the AI into attacking the tank, causing the enemy to take the action and engage the tank, rather than the tank engaging the enemy, so-
Ace1234 wrote: » I suppose if the threat management/aggro system never consisted of actually forcing the AI to take a certain position, such as "taunting them to get into the face of the tank"- and they are still dynamic/free to use different movement/combat strategies and had complex behavior trees even when the tank gained aggro- then I would be fine with that sort of threat management system
Sathrago wrote: » Sorry you are going to have to explain to me why the potential for a creature or boss to turn on and kill a teammate, causing the run to fail, is fun. I don't care if you feel cool maintaining threat. Im talking about when threat management fails. Are you enjoying yourself when the tank can't hold aggro and you pull threat off the target causing a wipe? Is it fun when the dps doesn't know what a threat dump or management is and you cannot keep the boss or mobs from killing them, causing a wipe? Does it make you ecstatic when the healer throws a bunch of heals over time on the tank before an aoe pull, causing the healer to get aggro before the tank can position and build threat on the enemies? There are many, many people that play this genre that still don't know how to or care to do things properly. When the tank doesn't have an absolute advantage on threat generation Groups cannot function. Any form of pug group is instantly worse because of threat management when it is not heavily balanced for tanks to hold threat. Lets say you have 40 people, 3 tanks. Do you want to roll the dice and hope that 39 of those other people in your raid know how to manage threat, or would you rather roll 3 times? At the end of the day A tank holding aggro is -the- bare minimum, and the most important parts are positioning and staying alive. In my system as long as a tank uses their abilities they shouldn't have to worry about threat. Their main worries would be using cooldowns properly, positioning properly, making sure to pick up adds that spawn or path into the area, and knowing when to swap with other tanks in the group if mechanics need them to.
Sathrago wrote: » At the end of the day A tank holding aggro is -the- bare minimum, and the most important parts are positioning and staying alive. In my system as long as a tank uses their abilities they shouldn't have to worry about threat. Their main worries would be using cooldowns properly, positioning properly, making sure to pick up adds that spawn or path into the area, and knowing when to swap with other tanks in the group if mechanics need them to.
NishUK wrote: » Last post now.
I think we should both simply agree that you can't really get a feel of a game from watching gameplay footage. This is ESPECIALLY true if you don't have an extensive background in that genre.
This is what you think you have seen - not what you have actually seen. CC abilities like what you think you have seen aren't really a thing. What you have seen was a threat system functioning properly, probably backed by a skilled tank and a group or raid full of players that know what they are doing. To you (an uninformed bystander), it may look like a CC effect, when in fact it is just many skilled players working in concert.
I do have to ask a question here though; You claim the tank is using an ability on the target that forces the target to engage the tank, rather than the tank having to engage the target. Was not that first ability that the tank used the tank engaging the target?
in other words, you are perfectly fine with the system as it has been present in most MMO's for 20+ years. Threat management doesn't force mobs to take a specific position. Positioning mobs is a separate and distinct role that tanks have to perform in most mid and top tier content. Sure, it is a task that can only be performed after the tank has attention of the mob, but it is it's own task. if you are watching a good tank, you may well mistake these individual tasks as being one and the same (they are often both performed in seconds - the tank gains threat, positions the mob and then continues to build more threat).
Sathrago wrote: » pgt1027 wrote: » 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.. I agree that there should be more to tanking than just threat, but in my experience getting rid of threat management as an active mechanic isn't done to make tanking or the group experience more complicated or in-depth in other ways, it's just done to simplify and dumb down content. This was even suggested by the OP and the people in this thread. They don't want to get rid of threat to let some deeper mechanic flourish, they want to get rid of threat so they can go ham on damage dealing without having to worry about pulling aggro. Excuse me? I did not advocate dumbing the game down. Dont put words in my mouth. I clearly described that anything threat does could just be programmed as part of the fight as a mechanic. I know that I didnt do the best job when typing up the OP but it's not entirely my fault either that people are taking the worst case scenarios as proof that a game without threat management would be boring and easy. Do you think elden ring cares about threat management when there are multiple characters? No, because the boss has a variety of skills that it can use that make the fights challenging to deal with. Elden ring might not be an mmo so let's use ff14. There are plenty of fights in that game that do not use "threat" outside of tanks swapping that are both challenging and fun. What I mean here is the tanks doing their normal proper rotations cannot lose aggro. The paint sniffers that say ff14 does not have challenging combat have not played the end game/challenge mode content and should not be taken as an authority on it. It's as simple as that.
Taerrik wrote: » TLDR: I dont want another game where fights are on a strict scripted timeline, where tanks dont have to think about what they are doing, and dps can just stare at hotbars and execute optimal dps rotations. I want to have to pay attention and be forced to be flexible based on changing encounter conditions, one of those conditions ought to be threat management. Even if the solution is simple such as press threat dumps. I want encounters where maybe you want a dps to grab, hold, and kite an add because the tanks are too busy with some giant dragon. If the threat mechanic is reduced to "tank presses taunts", then we can NEVER do that. Threat mechanics allow for more interesting encounter development and game design. I cannot understand, and you have yet to describe why you want to simplify the game, other than you just want dps to go ham all the time. (Which is a silly argument, since you can just give threat mechanics to dps to reduce threat gen, as described above regarding FF14 pre tank nerf)
MrPockets wrote: » Taerrik wrote: » TLDR: I dont want another game where fights are on a strict scripted timeline, where tanks dont have to think about what they are doing, and dps can just stare at hotbars and execute optimal dps rotations. I want to have to pay attention and be forced to be flexible based on changing encounter conditions, one of those conditions ought to be threat management. Even if the solution is simple such as press threat dumps. I want encounters where maybe you want a dps to grab, hold, and kite an add because the tanks are too busy with some giant dragon. If the threat mechanic is reduced to "tank presses taunts", then we can NEVER do that. Threat mechanics allow for more interesting encounter development and game design. I cannot understand, and you have yet to describe why you want to simplify the game, other than you just want dps to go ham all the time. (Which is a silly argument, since you can just give threat mechanics to dps to reduce threat gen, as described above regarding FF14 pre tank nerf) @Taerrik you did a great job breaking down how FF14 simplified threat, and why people might want something different. I don't think one design choice is objectively better than the other, they are just different. Some people like managing something like threat, while others don't. Between this thread and the dev discussion, I think the majority of the ashes community likes the idea of threat. I think the market for modern MMOs is moving away from complicated threat mechanics, as seen in FF14. Ashes can be different, and that's why the devs are asking their community, to figure out if there is a desire for threat mechanics.
Sathrago wrote: » Excuse me? I did not advocate dumbing the game down. Dont put words in my mouth. I clearly described that anything threat does could just be programmed as part of the fight as a mechanic. I know that I didnt do the best job when typing up the OP but it's not entirely my fault either that people are taking the worst case scenarios as proof that a game without threat management would be boring and easy. Do you think elden ring cares about threat management when there are multiple characters? No, because the boss has a variety of skills that it can use that make the fights challenging to deal with. Elden ring might not be an mmo so let's use ff14. There are plenty of fights in that game that do not use "threat" outside of tanks swapping that are both challenging and fun. What I mean here is the tanks doing their normal proper rotations cannot lose aggro. The paint sniffers that say ff14 does not have challenging combat have not played the end game/challenge mode content and should not be taken as an authority on it. It's as simple as that.