NiKr wrote: » Azherae wrote: » Also you can code things such that 'moving away from the Tank' also builds Mark empowerment bonus, just not Enmity. Y'know, if you were the type to ask your engineering team to do that in order to make the gameplay experience more enjoyable for players with certain preferences. I would definitely be that kind of evil person Azherae wrote: » You'd trust me to it, right? You should trust them tenfold. So the mechanic is still perfect, they just have to do everything else correctly and make a good fun engaging balanced kit that will make Tanks useful in PvP and they're done. Yeah, I'm sure it's gonna be the easiest thing to do for them. And then balance it all in the context of augments. And other classes. And pve. And build it in such a way that leave space for future growth and great changes. I'm certain it's gonna be E to the Z
Azherae wrote: » Also you can code things such that 'moving away from the Tank' also builds Mark empowerment bonus, just not Enmity. Y'know, if you were the type to ask your engineering team to do that in order to make the gameplay experience more enjoyable for players with certain preferences.
Azherae wrote: » You'd trust me to it, right? You should trust them tenfold. So the mechanic is still perfect, they just have to do everything else correctly and make a good fun engaging balanced kit that will make Tanks useful in PvP and they're done.
Neurath wrote: » A tank in l2 did decent damage in top gear. Hence my push for balance on damage and defence. You are in contestation with people who want a pve tank to be viable in pvp. That's without the pvx tag added by the way. It doesn't come down to pvp/pve gear. It comes down to the class skills and right now the class skills are pvx on the tank in Ashes.
Neurath wrote: » A forced target taunt looks and works well for tab target. It's not so good for action camera.
Azherae wrote: » "The Paladin can put a Mark on a Target. Whenever that Target attacks a target other than the Paladin, the Paladin gets to use an extra melee attack/recharges a resource/lowers a cooldown (depends on which form of the game is being considered). A Target can only have one Mark from one Paladin, and they have an indicator which Paladin applied the Mark to them."
Noaani wrote: » Azherae wrote: » "The Paladin can put a Mark on a Target. Whenever that Target attacks a target other than the Paladin, the Paladin gets to use an extra melee attack/recharges a resource/lowers a cooldown (depends on which form of the game is being considered). A Target can only have one Mark from one Paladin, and they have an indicator which Paladin applied the Mark to them." So, I'm sure you know, the way I look at suggestions is to find ways to counter play them based on my MMO experience. My first thought with this is that I will just send my worst player in on a Paladin to put that mark on your paladin, thus forcing those two Paladin to basically ignore everyone but each other, basically taking both out of the larger fight. I'm sure you and your people have come up with other ways this would be played, but that is how I see myself playing it.
Mag7spy wrote: » Noaani wrote: » Azherae wrote: » "The Paladin can put a Mark on a Target. Whenever that Target attacks a target other than the Paladin, the Paladin gets to use an extra melee attack/recharges a resource/lowers a cooldown (depends on which form of the game is being considered). A Target can only have one Mark from one Paladin, and they have an indicator which Paladin applied the Mark to them." So, I'm sure you know, the way I look at suggestions is to find ways to counter play them based on my MMO experience. My first thought with this is that I will just send my worst player in on a Paladin to put that mark on your paladin, thus forcing those two Paladin to basically ignore everyone but each other, basically taking both out of the larger fight. I'm sure you and your people have come up with other ways this would be played, but that is how I see myself playing it. I'll send my worst tank on your tank and they both taunt each other infinitely so they cant do anything else.
Noaani wrote: » Neurath wrote: » A forced target taunt looks and works well for tab target. It's not so good for action camera. Keep in mind, forced camera shift for action camera is only one possible option. As I said earlier in this thread, forcing a reticle shift is another option, though one I've not put much thought in to considering. Since I've not personally spent much time on action games with anything other than a fixed reticle, I dont consider myself qualified enough to have an opinion on it without a discussion taking place.
Neurath wrote: » Where is the skill in such a circumstance?
GrandSerpent wrote: » While focusing on a different target is giving the enemy Paladin some mechanical advantage, it isn't necessarily overpowering enough that a strong player couldn't counteract it via activating a defensive stance, trying to debuff the enemy, or similar.
Noaani wrote: » Neurath wrote: » Where is the skill in such a circumstance? Let's imagine you are a mage, and you want to kill in (in game, presumably). Now let's imagine NiKr is a tank, and he is on my side. He taunts you, meaning you are facing him - but you still want to attack me. In order to attack me, what you need to do is maneuver yourself so that I am in between you and NiKr. If anything, this allows for a greater display of player skill. By all means argue that you dont like it, I'm not really attempting to shift subjective opinion - just making sure those opinions are formed with the right set of facts. Also, there is no reason to assume a change in camera facing would have any impact on dodge at all. You may not see the incoming attack as easily, but that is kind of the point of taunting someone.
Neurath wrote: » Noaani wrote: » Neurath wrote: » Where is the skill in such a circumstance? Let's imagine you are a mage, and you want to kill in (in game, presumably). Now let's imagine NiKr is a tank, and he is on my side. He taunts you, meaning you are facing him - but you still want to attack me. In order to attack me, what you need to do is maneuver yourself so that I am in between you and NiKr. If anything, this allows for a greater display of player skill. By all means argue that you dont like it, I'm not really attempting to shift subjective opinion - just making sure those opinions are formed with the right set of facts. Also, there is no reason to assume a change in camera facing would have any impact on dodge at all. You may not see the incoming attack as easily, but that is kind of the point of taunting someone. It's all well and good to talk about small scale fights. In large scale fights the mage would be behind a lot of melee, thus, anyone moving to get behind the mage would have to survive a lot of enemies. Its suicide in motion.
Neurath wrote: » I've seen the rear get taunted after pulls a lot.
NiKr wrote: » Percimes wrote: » Would it be an interesting implementation of a taunt? I mean, I could maybe see this working as some "once in 5 minutes and only for <10s" skill, but definitely not a frequently repeatable thing. Not seeing or being able to target anyone else is insanely OP and even if healers just switch to aoe heals and running around, w/o seeing where their teammates are the team (and/or healer) will die real quick. Also, this would most likely lead to window tanks that just cast this shit on super high value people. We had that kind of thing in L2 with a class that could steal 7 (out of 36) buffs on a semi-short cd. It was annoying as hell, but at least it wasn't p2w there. In Ashes it would be.
Percimes wrote: » Would it be an interesting implementation of a taunt?
Neurath wrote: » So, you're approached to no forced taunt is to nerf everyone else but a tank based around health lost? Sounds bizarre. Tank would just be buffed in the opposite way to normal.
Percimes wrote: » But changing such a basic paradigm of gaming is not a solution for taunt skills in the current one. Too different approach.