Nuub wrote: » I don't recall where i heard the idea, but it was suggested that tanks give protection to their allies in pvp.
Iskiab wrote: » Garrtok wrote: » You dont say... There are plenty of pvp MMOs that gave tanks anyways a purpose like warhammer online or daoc. Nothing new, no need to look at lol or overwatch or such nonsense Most prominent mechanics are a "guard" function where you can absorb damage from your guarded teammate, and pvp taunts were your enemy is doing less damage against targets that are not you. Warhammer guarding led to some unintended consequences. Usually a tank would guard a bright wizard who would spam aoe, then an engineer would aoe pull people into the bright wizard. It worked amazing, but guarding a glass canon build was a little overpowered. Better to give a reason for people to not ignore tanks in PvP and leave PvE threat alone. People generally still ignored the tanks and it made bright wizards OP.
Garrtok wrote: » You dont say... There are plenty of pvp MMOs that gave tanks anyways a purpose like warhammer online or daoc. Nothing new, no need to look at lol or overwatch or such nonsense Most prominent mechanics are a "guard" function where you can absorb damage from your guarded teammate, and pvp taunts were your enemy is doing less damage against targets that are not you.
superhero6785 wrote: » I've always wanted PvP Taunts to reduce incoming damage to players other than the Taunter. Increase in level would increase duration and damage reduction. This would make Taunt abilities actually useful in PvP.
Noaani wrote: » superhero6785 wrote: » I've always wanted PvP Taunts to reduce incoming damage to players other than the Taunter. Increase in level would increase duration and damage reduction. This would make Taunt abilities actually useful in PvP. The downside to this is that it would make a fast moving tank with as many CC breaks as they can get being a DPS debuffer kind of the tanking meta in PvP. Rather than being an actual tank and fulfilling the same role in PvP as they do in PvE (which is what the goal should be, imo), it would mean that a tank is best put to use in PvP by "taunting" DPS and just running away. This leaves DPS with the option of trying to follow the tank that is moving faster than they are able to move, or simply dealing with the damage debuff.
Percimes wrote: » Iskiab wrote: » Garrtok wrote: » You dont say... There are plenty of pvp MMOs that gave tanks anyways a purpose like warhammer online or daoc. Nothing new, no need to look at lol or overwatch or such nonsense Most prominent mechanics are a "guard" function where you can absorb damage from your guarded teammate, and pvp taunts were your enemy is doing less damage against targets that are not you. Warhammer guarding led to some unintended consequences. Usually a tank would guard a bright wizard who would spam aoe, then an engineer would aoe pull people into the bright wizard. It worked amazing, but guarding a glass canon build was a little overpowered. Better to give a reason for people to not ignore tanks in PvP and leave PvE threat alone. People generally still ignored the tanks and it made bright wizards OP. I's say, it that case, the problem was the lack of friendly fire (pun intended). Elemental AoE should be AoE, problem solved.
superhero6785 wrote: » Noaani wrote: » superhero6785 wrote: » I've always wanted PvP Taunts to reduce incoming damage to players other than the Taunter. Increase in level would increase duration and damage reduction. This would make Taunt abilities actually useful in PvP. The downside to this is that it would make a fast moving tank with as many CC breaks as they can get being a DPS debuffer kind of the tanking meta in PvP. Rather than being an actual tank and fulfilling the same role in PvP as they do in PvE (which is what the goal should be, imo), it would mean that a tank is best put to use in PvP by "taunting" DPS and just running away. This leaves DPS with the option of trying to follow the tank that is moving faster than they are able to move, or simply dealing with the damage debuff. The main role for a Tank to fulfill in PvE is to maintain threat - keep the enemy attacking you, not your allies. How is that different than exactly what you described? Keep the threat (enemy player) focused on you and avoid standing on top of your allies so they don't get AoE'd...sounds EXACTLY like what a Tank should be doing. I think you're so used to Tanks fulfilling a different role in PvP than PvE that the idea of fulfilling the same role seems wrong.
NiKr wrote: » How about this: a tank has an "aggro stance" it's an aura with a somewhat small aoe as long as there's an enemy (mob or flagged person) within that aoe - the aura works aura has 4 stages (indicated by a colored (blue, green, yellow, red) circle around the tank) if the tank has not received a threshold of dmg (say, 1k after all reductions) within the last 5 secs - the aura moves to stage 2 tank's allies have a "reduce incoming dmg" buff. if the tank hasn't received enough dmg (say, 2k now) - stage 3 tank is now redirecting dmg from allies to himself, with an additional reduction on the incoming dmg. if the tank hasn't received direct incoming dmg (say, 4k) - stage 4 tank gets timer of 3 seconds. This timer can be removed if the tank gets hit with 3 different debuffs. After those 3 seconds the tank will "explode", dealing x2 of the dmg he absorbed in the previous stage in the aura's aoe. Aura's stage gets reset. each stage's duration can be balanced however Intrepid wants if the tank receives enough dmg the stage go down one step This would prevent the tank from just running away from attackers, while also encouraging dodge builds or high skill dodging/kiting gameplay. And this would make enemies pay attention to the tank, which will help his allies do their own stuff easier.
Noaani wrote: » However, if the above were in place, I would assume that AoE damage would keep the tank at stage 1. Essentially, all it would do is slightly increase the amount of AoE damage we bring - we would likely still just ignore the tanks.
NiKr wrote: » Noaani wrote: » However, if the above were in place, I would assume that AoE damage would keep the tank at stage 1. Essentially, all it would do is slightly increase the amount of AoE damage we bring - we would likely still just ignore the tanks. This might only work if we're talking about 2 melee parties fighting. Otherwise it's some form of kiting around, where aoes just might not hit the tank enough to go over the threshold (well, that is if the aoes do not take up the entire damn screen). But otherwise I definitely agree. I'm used to "the tank forces you to target him" and deeper gameplay based on that would be great. I'm not sure how that would work with the action side of combat, but I do like the "amount of threat = the amount of dmg to remove the forced targeting" idea.
Mag7spy wrote: » Unsure why I'm still seeing people thinking the game physically effecting your camera or who you target as being good or even remotely fun. That is bound to make things feel clunky and annoying. Throne and liberty won't even have that more thank likely lol. This all comes across as trying to buff taunts and give them weird functionality in place of them having none in pvp. Tanks don't need a taunt you can look at other types of games like overwatch or mobas how they approach tanks. Rather than trying to add new ability effects exclusive for pvp with taunts just make the current set more effective. Ie if a player under effective of a taunt is hit by your ability, those abilities or more effective against that player. ie longer cc, slow, more dps, etc. Allowing the core of your tank kit to b more effective with what you can do rather than trying to add weird functions or clunky feels of a taunt. ie i can only imagine in a war with tanks doing some aoe taunts and just physically not having control of your character. Losing control is not fun in any game.
Azherae wrote: » Mag7spy wrote: » Unsure why I'm still seeing people thinking the game physically effecting your camera or who you target as being good or even remotely fun. That is bound to make things feel clunky and annoying. Throne and liberty won't even have that more thank likely lol. This all comes across as trying to buff taunts and give them weird functionality in place of them having none in pvp. Tanks don't need a taunt you can look at other types of games like overwatch or mobas how they approach tanks. Rather than trying to add new ability effects exclusive for pvp with taunts just make the current set more effective. Ie if a player under effective of a taunt is hit by your ability, those abilities or more effective against that player. ie longer cc, slow, more dps, etc. Allowing the core of your tank kit to b more effective with what you can do rather than trying to add weird functions or clunky feels of a taunt. ie i can only imagine in a war with tanks doing some aoe taunts and just physically not having control of your character. Losing control is not fun in any game. You're on a roll today huh... Overwatch and MOBAs actually have very precisely tuned Tank mechanics that depend on so many other things that it's hardly comparable. In case anyone didn't know... I'll write up some entire essays if people/Intrepid want, but suffice it to say that we should not be expecting anything approaching the Tank type play from those games in Ashes. Forced Targeting is the easy fix for a Fantasy MMO. If you try anything else you are going to build something really interesting but not what players probably came to their Fantasy MMO for. (you don't need to respond to this, Mag, I'm just 'on duty' today).
Mag7spy wrote: » Azherae wrote: » Mag7spy wrote: » Unsure why I'm still seeing people thinking the game physically effecting your camera or who you target as being good or even remotely fun. That is bound to make things feel clunky and annoying. Throne and liberty won't even have that more thank likely lol. This all comes across as trying to buff taunts and give them weird functionality in place of them having none in pvp. Tanks don't need a taunt you can look at other types of games like overwatch or mobas how they approach tanks. Rather than trying to add new ability effects exclusive for pvp with taunts just make the current set more effective. Ie if a player under effective of a taunt is hit by your ability, those abilities or more effective against that player. ie longer cc, slow, more dps, etc. Allowing the core of your tank kit to b more effective with what you can do rather than trying to add weird functions or clunky feels of a taunt. ie i can only imagine in a war with tanks doing some aoe taunts and just physically not having control of your character. Losing control is not fun in any game. You're on a roll today huh... Overwatch and MOBAs actually have very precisely tuned Tank mechanics that depend on so many other things that it's hardly comparable. In case anyone didn't know... I'll write up some entire essays if people/Intrepid want, but suffice it to say that we should not be expecting anything approaching the Tank type play from those games in Ashes. Forced Targeting is the easy fix for a Fantasy MMO. If you try anything else you are going to build something really interesting but not what players probably came to their Fantasy MMO for. (you don't need to respond to this, Mag, I'm just 'on duty' today). You physically aren't even trying to understand my view point, why quote me? If you are open to understanding what i mean and talking im down. else i don't see the point of talking about mobas with me that i've also been playing before you knew about them. And again forced targeting is not a easy fix, it is a clunky mechanics. No one wants to play a game having their camera spun around every second from aoes taunts everywhere. If you are one of the few that are fine having someone affect you camera direction every second do not assume that is the majority