Voeltz wrote: » Warhammer Online had this and it worked very well. Tanks were relevant and necessary in both PvE and PvP. This corresponds perfectly with the recent Cleric update showcasing their theme of dual purpose abilities.
TruckerLuci wrote: » Raven016 wrote: » I think tank should tank just like healer heals. The difference is that healer heals after the damage. The tank should do it before. I think that is the general idea, this suggestion is a way to accomplish that goal
Raven016 wrote: » I think tank should tank just like healer heals. The difference is that healer heals after the damage. The tank should do it before.
TruckerLuci wrote: » I would also like to add -ability to cast a buff on an ally that creates a link either sharing the dmg or taking it entirely for a short duration.
TruckerLuci wrote: » What if taunting players made them do slightly increased damage to the tank and substantially less damage to others for the duration. Instead of forcing players to attack the tank rather, allow the players the opportunity to "mess up" or try and "burst down" the tank. I think freedom is always the best option because it allows people to reward and/or punish themselves
GFKilla wrote: » I think its doable, it just needs a new frame of thinking.
Isth3reno1else wrote: » On Eso we actually had a set that did this. Using a taunt skill on an enemy allowed them to do 100% more dmg to you, but debuffed enemy dmg to your allies by 50%. It was extremely effective mitigation, but the issue was that tanks didn't like the idea of taking damage, haha. I never saw the set in pvp unless I ran it myself. Maybe something along those lines but a smaller buff with a lower downside, so that tanks still feel tanky.
Xeeg wrote: » Why not just damage redirection mechanics? I had a post on this a while back and think it would be a good element to a game like this. You could cast it on an enemy to redirect their damage dealt, cc, player affecting spells to you or another team mate. You could cast it on an ally to redirect the same types of things from you to them. There are lots of permutations and combinations of abilities throughout the game that could do this functionality.
Solvryn wrote: » Isth3reno1else wrote: » On Eso we actually had a set that did this. Using a taunt skill on an enemy allowed them to do 100% more dmg to you, but debuffed enemy dmg to your allies by 50%. It was extremely effective mitigation, but the issue was that tanks didn't like the idea of taking damage, haha. I never saw the set in pvp unless I ran it myself. Maybe something along those lines but a smaller buff with a lower downside, so that tanks still feel tanky. I knew a few guys that permanently wore this set. Couldn’t kill the tank because the healer he was tethered too couldn’t die.
tautau wrote: » GFK, I would think that in a PvP fight over a raid, the victory itself should be the reward. The winners have the opportunity for the raid loot. I don't think that a complicated system like you propose is needed. After all, when you have a complex system, you also bring the opportunity to come up with some way to game the system, right?
Zipp_Adoudel wrote: » A tank in albion is someone with a ton of armor/damage mitigation, first to go into combat and uses a weapon that groups the enemy, like an AOE pull or it can be a single target disrupt/stun. The tank is used as the engage or as a disrupt since skills can be interrupted by stuns or CC.