Mag7spy wrote: » You will have more available access to taunts than CC in cooldown if game is designed around difficult pve content to hold aggro and taunts are the tool primary used for that.
Mag7spy wrote: » Tank identity shouldn't be you are doing nothing if you aren't aggroing players 100% of the time. With the other traits those should have a impact on the fight on what you are doing for battles. All of which can lead to causing players to want to attack the tank (aggro) to difference lengths depending on your play style and how you build. One set up might have a high chance for players to want to attack the tank, while a another set up might have player not attack the tank as much but he is high disrupting the other team with what they are doing. Leading to instances for healers for example being like i need this guy off me, he is stopping all my heal effects or reducing them greatly, causing enemies to than aggro on you later.
NiKr wrote: » Mag7spy wrote: » You will have more available access to taunts than CC in cooldown if game is designed around difficult pve content to hold aggro and taunts are the tool primary used for that. I feel like you're mistaking taunting for aggroing. Or maybe in your experience the two's meanings have been diluted too much. In my experience a "taunt" is a high value aggro skill. It equals a ton of dps w/o doing said dps. And then a lot of other tank skills just have an additional aggro effect, but their main effect would be smth else and the aggro value would be fairly low. Iirc you were present in the thread where I went over all of this before. The tank would have several skills that would generate aggro for them, but it would only have 2 proper taunts (single and aoe). And depending on the balancing, those taunts might have longer CDs. My idea's single taunt would have a 10s cd, because the effect is 10s, and the power balancing of the skill would come from the amount of aggro it generates per effect application. So it would still be strong in pve, but you wouldn't be able to just cast it on several dudes within just a few seconds in pvp. Mag7spy wrote: » Tank identity shouldn't be you are doing nothing if you aren't aggroing players 100% of the time. With the other traits those should have a impact on the fight on what you are doing for battles. All of which can lead to causing players to want to attack the tank (aggro) to difference lengths depending on your play style and how you build. One set up might have a high chance for players to want to attack the tank, while a another set up might have player not attack the tank as much but he is high disrupting the other team with what they are doing. Leading to instances for healers for example being like i need this guy off me, he is stopping all my heal effects or reducing them greatly, causing enemies to than aggro on you later. But what exactly would make those people attack you? Your annoyance factor would have to be through the roof for people to choose you as their main target. And non-taunt annoyance would definitely be very hard to balance. Yes it would be annoying but that is the whole point, of having objectives to protect be it healers or else wise. As for decreasing healer's output, I could maybe see that as a tank ability, though I'd prefer it to be a healer's job, to vary up the gameplay of that archetype. Also, as I said before, L2's tanks did exactly what you proposed there with taunts single target heals would usually be more optimal (due to high costs of party heals), so if an enemy tank aggroed you when you were trying to heal your mate - you'd miss that heal and your mate might die. And if you don't pay enough attention during the fight - that might just lead to your party losing. The same thing would apply in action part of the game as well, if Intrepid manage to design some action-targeted heals. Well, that is if the camera move is implemented. This is why we've been saying that forced targeting/camera works quite well as a mechanic. It can be applied to different situations on different classes, while also being unique (unlike a plain CC or debuff or super strong dps).
Mag7spy wrote: » Also again if you lower your cd you will be able to taunt more often (again unsure on gearing system but i except as in most tab games you will find ways to lower cd)
Mag7spy wrote: » On the healer note, if you have disputing effects on a tank to stop cast times, and channel you will be stopping healing.
NiKr wrote: » Mag7spy wrote: » Also again if you lower your cd you will be able to taunt more often (again unsure on gearing system but i except as in most tab games you will find ways to lower cd) Unless we can cut CDs in half or more (which would bring its own huge balancing issues), my idea could have 15s cd w/o really impacting the taunting frequency. And even with 50% cd, that's still barely 2 people aggroed at the same time. Mag7spy wrote: » On the healer note, if you have disputing effects on a tank to stop cast times, and channel you will be stopping healing. Those would have to be some pretty frequent disruptions then and the only ones I can come up with would be either stuns (potentially mini-stuns) or silences. And if the tank can cast either of those often enough to strongly disrupt healers (or anyone else for that matter) - to me that sounds kinda op. And just to make it perfectly clear, cause I'm not sure if I did, the taunt debuff that I had in mind wouldn't control you over the course of the whole 10s. You'll still be able to retarget to whoever you want or spin your camera to whatever other direction. You'd just need to pay more attention and be more careful, if you're the target of a tank. And this would be doubly true if abilities will go off at the end of the animation, rather than the start. The taunt would just retab you to the tank and/or pan your camera/reticle to him every 5 secs.
Noaani wrote: » @Mag7spy The problem with your damage reduction suggestion is that you seem to be failing to account for how players (or specifically, guilds) will use it. I think we can all agree that in order to have the desired effect, the damage reduction would need to be set at no less than 50%, be permanant, passive, and AoE. If it is not all of these things, it can essentially be ignored. If I am running a guild in a game where tanks have this ability, half of my guild will be tanks. The rest will be split between DPS, healers and support. Now, obviously the damage reduction isnt going to stack, that would be too much. I would assume it also wouldnt apply to other tanks - that would just be silly. However, what my setup means is that if you kill off a tank in order to get rid of that damage reduction, there is another tank right there ready to reapply it. If you kill that one off, there is another, then another. By the time you have killed all my tanks off, the first ones killed are well and truly back in the fight. In the mean time, I have essentially invulnerable DPS. If you decide to go for them or my healers, they have that essentially permanant 50% damage reduction, and a shitload of healers to top up what little damage they do sustain. The notion of a tank such as you are talking about can only ever be viable in a game design kind of way if there is a fairly low limit on how many players can be present, or in a game where dead players can not rejoin the fight. In an MMO like Ashes though, players such as myself will honestly abuse the fuck out of it.
Mag7spy wrote: » The point of the skill working in that way would be during the effect of the tanks skill (which shouldn't be infinite else it will have to be balanced around a skill that never end).
Noaani wrote: » Mag7spy wrote: » The point of the skill working in that way would be during the effect of the tanks skill (which shouldn't be infinite else it will have to be balanced around a skill that never end). If we assume it has a limited duration, and that it cant just be chained by different tanks, then it will just be ignored and DPS will burst on the healers and DPS when it is not active. The problem here is, you have still not given me a reason to go after the tank, all you have done is given me a temporary window where going after other classes will be less beneficial. Even if that window gave 100% damage reduction, all it is to me is a window in which I wait.
Mag7spy wrote: » I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me.
We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » The point of the skill working in that way would be during the effect of the tanks skill (which shouldn't be infinite else it will have to be balanced around a skill that never end). If we assume it has a limited duration, and that it cant just be chained by different tanks, then it will just be ignored and DPS will burst on the healers and DPS when it is not active. The problem here is, you have still not given me a reason to go after the tank, all you have done is given me a temporary window where going after other classes will be less beneficial. Even if that window gave 100% damage reduction, all it is to me is a window in which I wait. I just explained why you would go after the tank, if the strategy you are going to do is wait for the skill to go down when they pop it in the middle of the fight and run, that gives them time since you are choose not to fight. The reason is kill the tank and the defense buff will be gone making it easier to kill the others. There is no reason why other tanks can't chain it, and the protection would be given to their group not all people around them. I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me. Like i said if they do not want to try to burn done the whole team they focus the tank to stop him from keeping his team protected. Hence again a reason to focus the tank. We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever. Saying things are window aren't a way to negate their overall effect as everything can be called a window. But when you are fighting or trying to push something not taking action is not going to get you to win.
Noaani wrote: » Mag7spy wrote: » I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me. That is not zone of control. It is literally a failure to exercise a zone of control. You attempted to create such a zone, and the rival players ignored your efforts. We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever Indeed you could. However, a well played tank would annoy their rival so much (ie, use the mechanics of the game to taunt the player) that said player would want to go after the tank. Being taunted off your target as you are about to land that big backstab or nuke is indeed annoying. The idea of the forced target (forced target is the point, camera control is simply one way of forcing a target in an action game - forcing the reticule to be on the tank is another method that I have yet to really consider) is to actually taunt the player, not the character. With this version of taunt, the DPS and healers are still vulnerable. This means it is still viable to outplay your rival. Flanking and distraction become massive factors in PvP. With your version, tanks have a one button ability to prevent them from being outplayed. Even if you distract them, even if you flank them, one button press and it doesnt matter.
Azherae wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » The point of the skill working in that way would be during the effect of the tanks skill (which shouldn't be infinite else it will have to be balanced around a skill that never end). If we assume it has a limited duration, and that it cant just be chained by different tanks, then it will just be ignored and DPS will burst on the healers and DPS when it is not active. The problem here is, you have still not given me a reason to go after the tank, all you have done is given me a temporary window where going after other classes will be less beneficial. Even if that window gave 100% damage reduction, all it is to me is a window in which I wait. I just explained why you would go after the tank, if the strategy you are going to do is wait for the skill to go down when they pop it in the middle of the fight and run, that gives them time since you are choose not to fight. The reason is kill the tank and the defense buff will be gone making it easier to kill the others. There is no reason why other tanks can't chain it, and the protection would be given to their group not all people around them. I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me. Like i said if they do not want to try to burn done the whole team they focus the tank to stop him from keeping his team protected. Hence again a reason to focus the tank. We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever. Saying things are window aren't a way to negate their overall effect as everything can be called a window. But when you are fighting or trying to push something not taking action is not going to get you to win. I see what's happening here, now that I've factored this back to New World and the other things I know you play. You see 'time' as a win condition factor because of the game types in the majority in your experience. We see 'resources used to do damage' as the win condition factors. If you can just 'pause and not spend energy' the condition isn't a loss for you. In your experience it is valid zone control. In mine it definitely isn't. Also the whole 'when you are fighting, not taking action is not going to get you to win' comes from the same position. But there are definitely many games where not taking action will lead to you winning. You can correct me on this and I'll go back to trying to occasionally work out your reasonings, since if it isn't your primary experience, I'm back to 'not understanding why you believe this'. Oh well.
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me. That is not zone of control. It is literally a failure to exercise a zone of control. You attempted to create such a zone, and the rival players ignored your efforts. We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever Indeed you could. However, a well played tank would annoy their rival so much (ie, use the mechanics of the game to taunt the player) that said player would want to go after the tank. Being taunted off your target as you are about to land that big backstab or nuke is indeed annoying. The idea of the forced target (forced target is the point, camera control is simply one way of forcing a target in an action game - forcing the reticule to be on the tank is another method that I have yet to really consider) is to actually taunt the player, not the character. With this version of taunt, the DPS and healers are still vulnerable. This means it is still viable to outplay your rival. Flanking and distraction become massive factors in PvP. With your version, tanks have a one button ability to prevent them from being outplayed. Even if you distract them, even if you flank them, one button press and it doesnt matter. We will have to disagree with this one, if you strategy to to run out of the area "Zone of their influence" That is because their influence is effectively pushing you out, hence they are controlling the zone at the moment. Any point you are being pushed away that means you are losing the fight at the moment and are retreating. Else you wouldn't leave their zone of influence.
Being annoying isn't a tank exclusive talent, any class could spec to be annoying.
Noaani wrote: » Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » I feel you are looking for a reason to ignore it which means it is a win condition for the tank on a higher level. They effectively protected their whole team and the other team didn't want to risk fighting the tank. Which is very good zone control if you ask me. That is not zone of control. It is literally a failure to exercise a zone of control. You attempted to create such a zone, and the rival players ignored your efforts. We can say the same thing about the camera control taunt. At the end of it you just move on and attack who ever Indeed you could. However, a well played tank would annoy their rival so much (ie, use the mechanics of the game to taunt the player) that said player would want to go after the tank. Being taunted off your target as you are about to land that big backstab or nuke is indeed annoying. The idea of the forced target (forced target is the point, camera control is simply one way of forcing a target in an action game - forcing the reticule to be on the tank is another method that I have yet to really consider) is to actually taunt the player, not the character. With this version of taunt, the DPS and healers are still vulnerable. This means it is still viable to outplay your rival. Flanking and distraction become massive factors in PvP. With your version, tanks have a one button ability to prevent them from being outplayed. Even if you distract them, even if you flank them, one button press and it doesnt matter. We will have to disagree with this one, if you strategy to to run out of the area "Zone of their influence" That is because their influence is effectively pushing you out, hence they are controlling the zone at the moment. Any point you are being pushed away that means you are losing the fight at the moment and are retreating. Else you wouldn't leave their zone of influence. Yeah, but you wouldnt be running away, you would just be ignoring them and carrying on killing the DPS and healers. Why would anyone run away due to their opponent having damage reduction that was fully expected? Being annoying isn't a tank exclusive talent, any class could spec to be annoying. Indeed. This is why going after healers is meta in most MMO PvP - their heals preventing you from killing the DPS is just annoying - but you had better believe that killing the DPS is the goal (they are the ones killing you). Thus, in order to make a tank be the thing that players want to go for first, they either need to do more damage than a DPS, more healing than a healer, or be more annoying at preventing you going after others than anyone else. A damage reduction wont do that. Sure you want to give tanks a full suite of CC abilities, but that just takes away from the support role (buff, debuff and CC are what support bring, no one should do any of those three better).
Mag7spy wrote: » The thing is dmg reduction will help to do that as well the other components of the class with how they design it. It isn't just one skill feature that does that.
Again i have mentioned other important aspects of tanks in the other pages, and nor should a tank be able to forever prevent people from doing what they want to do. Its about smart use of your kit and group play.
Mag7spy wrote: » I thought it happened 3 times over 10 seconds with your idea? If it is 2 times still annoying you are doing what you want than constantly lose control (even if it was one time it still be too much because camera control is just not fun). I understand the concept it is to make it annoying so you attack the tank, and again there are other ways to do that without lowering people that use action and also nerfing action combat in some form because of it. As well as again other issues that come with it clunky movement during effect, randomly being taunted at rng and kited, taunted in groups and kited, clunky feeling camera, losing control of camera.
NiKr wrote: » "Tank reduces dmg" is the most tab targety design ever, even if it's in an aura around the tank (cause tab games have auras too).
Neurath wrote: » I feel threat and aggro doesn't need to work on players, only on summons and combat pets. That way, the tank will be very useful indeed on the battlefield without loss of agency for the player.
I think any form of damage reduction buff that can be applied to others is a slippery slope. I also think it's a bard skill. I'd rather not have auras to contend with either because I hate static combat.