Neurath wrote: » The only predictability in pvp is the eventual tactics to be used. The problem is when those tactics will be and in what order. Sometimes new tactics will enter the mix in response to opposition tactics. There are tons of tactics and there are tons of variations in who will engage first.
Raid guilds are typically the best at focused fire and coordination. However, taunts are difficult to handle in large scale. A tank simply can't be in all places at once. Thus, you would not create broad tactics around taunt because taunt is not a constant. Sure, taunt might sway localised fights but taunt won't sway larger fights. Javelin on the other hand can sway large fights because Shady Shrooms might creep forward and all of a sudden the target list is operational due to the pull.
Neurath wrote: » In a pvp guild you will find the leadership structure is different to a pve leadership structure. You mentioned 2 or 3 leaders before but a pvp guild will have leaders in every group. Group composition becomes more vital than in pve (unless there are buffs from each class which isn't the case in ashes).
Taunts are only really good in pvp with support. I mentioned before about taunts being pointless in 1vs1. However, in large scale focused fire would be better suited to deal with specific targets more than a taunt. A taunt can only do so much for so long.
Neurath wrote: » However, PvX Guilds are efficient in both PvE and PvP.
Just like CC has a counter mechanic, taunts should have a counter mechanic if forced target is implemented.
Neurath wrote: » I don't see the value of a 3 second taunt. Warhammer taunt was 15 seconds. I'm used to threat, hatred and irritation across various games. I had hoped for a complex iteration in Ashes but it appears to be a dashed prospect. I feel your quest for a pvp implementation of a taunt is screwing pve over. I've said before you don't need to match pve and pvp. I prefer taunts with no duration hence why I prefer complex targeting systems. It's not a case of causing mismatched arguments, it's a case of one side doing anything to discredit the other side. It's not required because so far Steven agrees with your stance. I only know that forced taunt is hated in other games when it is suggested - hence why it is rare.
Neurath wrote: » The predominant argument on forced taunt targeting is the difference between pve and pvp. Not because of the fact its about ccs in general but because of player agency. A taunt can happen in real life but not everyone will react to the taunt. Its artificial in its very nature.
Neurath wrote: » The main types of players against forced taunt aren't rpers though.
Neurath wrote: » Furthermore, the general scope for input rng does excite overall. I do love input rng. I wouldn't go as far to force a tank to build stats for a taunt but I would hope for stats to resist a taunt. I guess the frequencies of a taunt will be rather rare and in some circumstances the 1vs1 would see the tank die.
Neurath wrote: » Yeah. I would build for physical and magical defence disables to match my dps output. Its in my theory crafting at the moment. I'm not sure whether taunt comes under physical or magical though. I had hoped for a flat cc resistance overall.
Neurath wrote: » Would pain affect the PvX System or just the PvP System? By PvX I mean both PvE and PvP. Also, why did you name the concept 'pain' because 'pain' makes some people fight harder and better. Of course, 'Wounds' make people suffer more than 'pain' but some people like 'pain'.
NiKr wrote: » Percimes wrote: » But changing such a basic paradigm of gaming is not a solution for taunt skills in the current one. Too different approach. It sounds really survival-gamey and afaik not that many people like this kind of stuff in their mmos.
Percimes wrote: » But changing such a basic paradigm of gaming is not a solution for taunt skills in the current one. Too different approach.
Percimes wrote: » I could go for a massively multiplier survival game. The multiplayers ones I've looked into seem to all focus more on other players being the real danger. But I'd love to spend time in a survival game world where people have more to gain in cooperating with other to fight off the mobs of the world. A fantasy one with magic instead of riffles, and mobs always pushing to gain territory over the players instead of patiently waiting to get killed.
Noaani wrote: » Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation. My dude, your fighter game background is showing! How embarrassing for you! Literally none of what you are talking about here applies to MMO PvP - this is even more true when you consider that we are talking about medium to large scale PvP. In an MMO, especially at large scale, you are essentially fighting the same people all the time. If I am the second best guild on my server, it is only really the second and third best that I am going to be fighting against. Those guilds are going to always have the same basic leadership and communication structure during PvP, and that is what shapes PvP variation - not skill caps or action combat. If you are playing a fighting game with 500 people around your skill level, you have 500 people that will all play the game just a little differently. In an MMO, when we are talking guild scale PvP, you guild leadership is fighting guild leadership, not players. Realistically, guilds only have two or three sets of leadership that they are ever fighting against - and that gets really predictable.
Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation.
Mag7spy wrote: » Noaani wrote: » Mag7spy wrote: » People that know how to PvP are not predictable, this most likely is a case of the depth of PvP you played had a system in place that did not allow for enough of a skill gap, tab being part of that reason. The more action elements the less predictable things will be with more elements you need to react and take account for than just doing your rotation. My dude, your fighter game background is showing! How embarrassing for you! Literally none of what you are talking about here applies to MMO PvP - this is even more true when you consider that we are talking about medium to large scale PvP. In an MMO, especially at large scale, you are essentially fighting the same people all the time. If I am the second best guild on my server, it is only really the second and third best that I am going to be fighting against. Those guilds are going to always have the same basic leadership and communication structure during PvP, and that is what shapes PvP variation - not skill caps or action combat. If you are playing a fighting game with 500 people around your skill level, you have 500 people that will all play the game just a little differently. In an MMO, when we are talking guild scale PvP, you guild leadership is fighting guild leadership, not players. Realistically, guilds only have two or three sets of leadership that they are ever fighting against - and that gets really predictable. This was already commented on so i don't really need to go into detail, but as usual you are looking at something and trying to simplify it down and than say it is the same. Akin to say dps dps, heals heal, etc. Honestly this is from lack of war experience on your part but players and situations you find yourself in will be different with whom you fight and how battles will go. The most important part of winning fights in larger scale wars 50v50+ is about the micro management of how groups play and fight together, not the overall 50v50 strategy. When you are having wars with large amounts of players micromanagement will be even more important as well as the difference faces you will be fighting with the different wars across the land. Though regardless yes there will be top guilds and with gear progression pretty much the more people you have playing hard the higher chance you have to win. If AoC is a popular as people hope it to be, that pool will become quite large on competitive guilds, but wars won't only be fought on the top but on lower level nodes as well which means new faces and different skill levels.