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3/07/13 11:27:56 AM#21
Originally posted by killion81
+1 to PerfArt and killion81
I was going to write up a detailed summary, but you guys beat me to it. I don't think that forcing a player to target another target is the correct direction, but lowering the overall damage output of the specific target or something? Game developers and players have labeled taunts as, "XYZ ability FORCES TARGET to redirect aggression to PLAYER". When I think of taunting, I think of people literally taunting and enraging someone else until they snap; as in not being able to think clear headedly. |
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3/07/13 11:29:20 AM#22
For your former post, not the most recent lol. Though I respect your opinion and your passion for CU, many daoc mechanics took control from players. That's part of the pvp dynamic.
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Originally posted by killion81 That is how it worked in EQ2. A tank used a hate modifying ability (don't want to use "taunt" anymore) and the target of the ability was forced to target the tank for 3 seconds. If overly used the tank could end up with too many people hitting them and would die. I just think it is a good idea that can be built upon with other damage reduction/shield support type abilites. |
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3/07/13 11:38:08 AM#24
Well exactly and i've stated them, "root, mezz, stun, snare" But like I said they take away in a different way than inabling someones ability to target someone they want... ( i guess this is also dependant on them not doing a stupid FPS style targetting system LOL ).
There are abilities you can give a tank that can help protect his healers without guarenteeing immunity and taking control away from the player like forcing their target would do. I just see this mechanic as cheesy. I would compare it to BodyGuard from ToA that was added that when a tank bodyguarded someone you would just stand there not being able to attack, it made no visual sense and there was always work arounds, it was a crutch that people used when they screwed up... Instead of being punished for playing bad. This is different, but I feel it would garner the same cheese factor as it. Unless you're stalled out ( stunned / mezzed ) you shouldn't be able to not attack the target you want... ( lower hte damage, give your healer a shield that has to be broken before you can be interupted etc. do something else ) don't force someone that they're chasing to not be able to attack them... Just picture chasing someone and someone casts it on you, your target changes so you're following someone trying to attack and out of your control you're forced to target someone behind you. It is just silly. Think outside the box more please. Ozek - DAOC |
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3/07/13 11:40:45 AM#25
In large fights WAR taunt is absolutely broken, target swapping mechnanic is worse can you imagine what will happen in 50 vs 50 fight with couple dozen tanks on each side.. /quit
Distinction between melee dps and tanks is just not needed if you have no pve in game. Just have couple different melee classes per realm with a bit different flavor. For example Polearmsman with single target and aoe specs and ?? with shield and sword and Zweihander spec lines |
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3/07/13 11:43:46 AM#26
Originally posted by tlear Thank you! +1 WIth the limited classes MJ has stated he is going to look at ( might not have a choice with minimum developers / money ). There may just be 1 melee class with two option specs, melee dps ( dual wield ), melee dps ( 2hand ), defense / peeler ( shield / snares / guards ). I miss the arms / hero / warrior classes in daoc, they were so versitile. Ozek - DAOC |
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Originally posted by Niix_Ozek I have played like this. I do not have to picture it being done to me. As far as a complete game changer, it is not. You may instead land your larger damage ability on the tank instead of your weakened foe. So you missed.. swap back targets and continue. |
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3/07/13 11:50:11 AM#28
I'm sorry, but 'taunt' is a grandfathered mechanic meant for a simplified PvE setting. While there are ways you can shoehorn it into PvP, it really doesn't have a role in a PvP environment. At best, it could be a debuff or forced target drop, but it really doesn't solve ANY of the problems tanks typically have in PvP. The real solution is simple, and has already been done by multiple games with target-based combat. Give tanks the bulk of CC abilities / mobility. This makes tanks hard to avoid (kite), and difficult to ignore (since they're interrupting your abilities constantly, thus reducing your effectiveness). Unfortunately, few people seem to understand how to handle tanks that are actually viable in a PvP setting, and will rage nerf them into the ground. |
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3/07/13 11:57:33 AM#29
No you wouldn't attack anything unless the tank is standing in front of you.
Intercept ability in DAOC did this exact thing and was simplier implementation that changing someones target. Tank just takes next hit instead of their target. Solved. Ozek - DAOC |
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3/07/13 12:06:59 PM#30
Originally posted by tlear QFT, you don't want target switching mechanics as a soft cc. Put taunts on styles like daoc for the very little pve there is and leave it at that. |
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3/07/13 12:12:11 PM#31
I've always liked the guard and intercept abilities in daoc. Tank jumps in front of blow to take the hit or block it. Now if a person is chasing someone who is chasing someone, there are better things to do that forcing them to change target. Tanks usually have disarm. Disarm that person going after your healer, now they can't hit. Make them fumble, or if you're close enough, often there were attacks, especially from behind that had a snare, or a stun from a shield bash. A forced target change is so unnecessary. |
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3/07/13 12:49:58 PM#32
Why not just make Tanks generate threat in a natural way? Like by making them really good a interrupts and CC? |
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3/07/13 2:46:19 PM#33
Originally posted by Niix_Ozek Call it Fruit Salad, does that make you feel better? You sound very upset. You talk about all these other abilities, why not taunt? We understand it makes you very emotional to have it, but why not other than your opinion on it? I don't want over powered stealth but I suspect will we end up with invisistealth. |
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3/07/13 2:49:05 PM#34
Originally posted by Vanshoodie I think it also add an extra bit of the fun we need in a game. It's so easy to dog pile on a squishy but this is a nice addition. |
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3/07/13 3:12:22 PM#35
Originally posted by waynejr2 I am upset, because there are a lot of people on these forums throwing around crazy ideas without thinking of all the ramifications of them first, and it scares me to see some of them in this game. I talk about other abilities and think I've already described the why behind them already, and the why I don't like forced target swaps. Again like a lot of people have said Stealth isn't over powered, you move slow as balls, get no speed bonuses and basically rarely have a chance to win unless you get your opening. Granted openings are generally are too high, but that's no reason to kill invisistealth as you call it. Ozek - DAOC |
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3/07/13 4:07:38 PM#36
So, Niix. Honest question:
How is causing someone to change targets different than causing them to be inactive, or causing them to be dead? I mean in the sense of inconvenience, not literally. Obviously they are different in a literal sense. But everything you do in rvr is designed to cause enemies inconvenience and/or piss them off. Why the vehement hatred for this one concept but not others? It just seems like you hate it because it forces someone to do something, but every offensive action does that... forces you to remain immobile, or to take damage, or to be debuffed, ect. Again, honest question. Not being a smartass here. Maybe I am just missing something you haven't mentioned. Cheers! |
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3/07/13 4:22:06 PM#37
Because it's a crappy form of soft CC. Disarm makes sense as long as the weapon isn't visible on the character for the duration, stuns make sense, I just don't get "YOU HAVE TO TARGET THIS PERSON FOR 2 SECONDS" it feels too forced.Might as well give the tank Mind Control... There are a lot more logical better ways to give a class thats protecting his healers. If you've ever played DAOC and played with BodyGuard it makes as much sense as that. Standing in front of someone with nothing in the way not being able to attack.
Ozek - DAOC |
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3/07/13 4:32:30 PM#38
I have indeed played a tank with bodyguard on in daoc. I was thinking if more on-the-fly methods of cc for tanks. But as you state that it's a "crappy form of cc" as your reasoning, I guess we can just agree to disagree.
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3/07/13 4:36:49 PM#39
Originally posted by PerfArt The core concept of what you want changed is the same method of soft CC bodyguard came from. Which was one of the most terribly implimented skill/ability from TOA. I really want to avoid these mistakes in this game, I do believe these things won't be a part of CU, but I will do my part to educate people that arn't seeing the illogical nature of abilities like this. Like i've said, plenty of other ways to add abilities to protect support without these fail soft cc abilities Ozek - DAOC |
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3/07/13 4:40:25 PM#40
Different strokes for different folks. I will probably be happy with whatever CSE implements. One person's logic is another's illogic. I am sure it'll be fun either way! :)
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