Taunt/Hate systems are great for PvE but not so much in PvP (usually implemented as a hard CC - which is meh).
Can you adapt the system so it works in PvP?
Identity of the Tank is to:
- be a threatening presence to the enemy
- engage the enemy on the front line
- absorb damage(and other stuff) on behalf of the team
Idea:
- building 'Hate' on other players prevents them from casting non-offensive abilities, but lets them cast offensive abilities as normal. The hate debuff is removed when enough damage is dealt to the tank, and then non-offensive abilities can be cast again.
What this would do:
- If a tank gets into the backlines, the healers and supports are screwed until DPS party members free them from the hate Debuff
- This naturally means the Tank is always a threat that cannot be ignored
- This naturally means the Tank will get focused if they reach the backlines
- This naturally means the Tank will absorb enemy DPS for his team
I think this preserves the core identity of the Tank and allows them to make great plays in PvP.
Are there ways to exploit this idea?