Rune_Relic wrote: »ShedsHisTail wrote: »Rune_Relic wrote: »Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Uhm.... why do i find a clear contradiction in these two statements?
Contradiction ? Not to me....
A taunt is to interrupt and request engagement.
It gives the AI a choice on wether it actually wants to do that or not if it is smart.
A pull and root gives the AI no choice as to wether it want to engage the tank or not.
The tank can do his job controlling the field of battle, relieveing the dps and healer of agro.
You're using a different word, "root" instead of "taunt" but it's functionally the same. You're forcing the mob, regardless of AI smarts, to attack the tank. You're effectively overpowering the AI with a utility skill; which is exactly what "taunt" does.
Well.....if you want to look at it that way then I guess so.
Personally I see one as optional control and one as compulsory control.
If I taunt a boss...he might or might not engage me...depending on AI.
He might just get on with his own specilist skills first and then come for me.
It really is upto ZOS how that Boss will react to any taunt at any moment.
Like if I attack a DPS in PvP...he might atack me back....or he might laugh and attack something else.
If I pull (literally chainpull) that boss and root it.....the AI doesnt get a choice in the matter.
It doesnt get to run after that healer and smash its face in.
Well....unless they make it unpullable and unrootable of course.
So to me they arent the same thing.
Whatever
Rune_Relic wrote: »So to me they arent the same thing.
Whatever
Well then we might as well change the name of the topic since "taunts" in ESO works the exact way you say "roots" works for you.
You don't get an "aggro" meter on taunts.. the enemies you taunt are LITERALLY forced to attack you for 15 seconds unless they are "untauntable".
Exceptions of course are the "random target" skills they have.
ShedsHisTail wrote: »Rune_Relic wrote: »ShedsHisTail wrote: »Rune_Relic wrote: »Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Uhm.... why do i find a clear contradiction in these two statements?
Contradiction ? Not to me....
A taunt is to interrupt and request engagement.
It gives the AI a choice on wether it actually wants to do that or not if it is smart.
A pull and root gives the AI no choice as to wether it want to engage the tank or not.
The tank can do his job controlling the field of battle, relieveing the dps and healer of agro.
You're using a different word, "root" instead of "taunt" but it's functionally the same. You're forcing the mob, regardless of AI smarts, to attack the tank. You're effectively overpowering the AI with a utility skill; which is exactly what "taunt" does.
Well.....if you want to look at it that way then I guess so.
Personally I see one as optional control and one as compulsory control.
If I taunt a boss...he might or might not engage me...depending on AI.
He might just get on with his own specilist skills first and then come for me.
It really is upto ZOS how that Boss will react to any taunt at any moment.
Like if I attack a DPS in PvP...he might atack me back....or he might laugh and attack something else.
If I pull (literally chainpull) that boss and root it.....the AI doesnt get a choice in the matter.
It doesnt get to run after that healer and smash its face in.
Well....unless they make it unpullable and unrootable of course.
So to me they arent the same thing.
Whatever
Ah, I see... So want it to be even easier than it is now.
OPs initial postWould it not be better to get rid of that and have an AI that's actually as smart as it can be made regarding its target prioritisation?
Rune_Relic wrote: »I thought we was trying to differentiate with an advanced AI and the removal of the 1h/s taunt skill ?
nvm.
We'll be arguing semantics all day at this rate.
Tbh, it all depends on your style of tanking. ESO has a kind of build diversity no other contemporary game has. I, for example, have a Tank with 18k hp and medium armor with dps like stats. How I do it? I dodge every attack that is dodge-able and for the rest, I block. And thanks to my high stamina, weapon damage, and critical chance and damage, Rally+Vigor can heal me back to 100% from 5% hp in 1-3 secs. All I really do is dance on the bosses' face and pummel them at the same time. However, without a taunt, this diversity would be lost as far as character stats are concerned, my tank won't even be considered as one due to the fact that my stats reflect that of a damage dealer more than a Tank. As most of my tanking comes from my personal reaction times and skill, a taunt is really required.
That actually sounds fairly interesting. I'm curious now. How does that work against actually hard hitting stuff? Have you tried it against ICP first boss(Overfiend I think? Always forget his name)? Kena? Mantikora? 18k health seems like it'd leave you pretty open to 1shots.
One-shots are pretty much my biggest trouble. However, from previous experiences and research on enemies, I can fairly remember the animations preceding some undodgeable one-shots, and cast Elusive Mist from the vampire skill line right in time to take the hit. 75% damage reduction effectively allows me to take the damage face on usually. The only trouble is when I get cc-ed right before, in which cases it becomes a gamble of whether I can break free and cast mist in time.
Tbh, it all depends on your style of tanking. ESO has a kind of build diversity no other contemporary game has. I, for example, have a Tank with 18k hp and medium armor with dps like stats. How I do it? I dodge every attack that is dodge-able and for the rest, I block. And thanks to my high stamina, weapon damage, and critical chance and damage, Rally+Vigor can heal me back to 100% from 5% hp in 1-3 secs. All I really do is dance on the bosses' face and pummel them at the same time. However, without a taunt, this diversity would be lost as far as character stats are concerned, my tank won't even be considered as one due to the fact that my stats reflect that of a damage dealer more than a Tank. As most of my tanking comes from my personal reaction times and skill, a taunt is really required.
That actually sounds fairly interesting. I'm curious now. How does that work against actually hard hitting stuff? Have you tried it against ICP first boss(Overfiend I think? Always forget his name)? Kena? Mantikora? 18k health seems like it'd leave you pretty open to 1shots.
One-shots are pretty much my biggest trouble. However, from previous experiences and research on enemies, I can fairly remember the animations preceding some undodgeable one-shots, and cast Elusive Mist from the vampire skill line right in time to take the hit. 75% damage reduction effectively allows me to take the damage face on usually. The only trouble is when I get cc-ed right before, in which cases it becomes a gamble of whether I can break free and cast mist in time.
Rune_Relic wrote: »I thought we was trying to differentiate with an advanced AI and the removal of the 1h/s taunt skill ?
nvm.
We'll be arguing semantics all day at this rate.
Man... my comments to you are not aggressive by any means.. i'm sorry if they seems that way... i assure you i'm not "fighting" with you or anything.
All i'm doing is explaining one thing since you said that you were alright in removing taunts and then described a way to "attract" enemies that is the exact same way taunts works... so either i'm very stupid and don't get the point you wanted to make (can be possible... well not stupid but maybe i might have had too much "mead" :P) or you got confused in what you were saying?
Would it not be better to get rid of that and have an AI that's actually as smart as it can be made regarding its target prioritisation? In all other games I've played that's what people would ask for: an AI that makes smart decisions
Rune_Relic wrote: »Hence using a manual and literal pull skill and a root skill instead of using the automated 1h/s taunt skill.
I would be happy for that particular skill to go as long as we had a manual pull+root.
Rune_Relic wrote: »Hence using a manual and literal pull skill and a root skill instead of using the automated 1h/s taunt skill.
I would be happy for that particular skill to go as long as we had a manual pull+root.
Wait... maybe i'm starting to understand what you mean... you mean a skill like the one DK has that trows a "chain" at the enemy and pull it towards you?
Rune_Relic wrote: »Hence using a manual and literal pull skill and a root skill instead of using the automated 1h/s taunt skill.
I would be happy for that particular skill to go as long as we had a manual pull+root.
Rune_Relic wrote: »Yes
Long range single target Pull
Short range AoE pull
Root.
Rune_Relic wrote: »Rune_Relic wrote: »Hence using a manual and literal pull skill and a root skill instead of using the automated 1h/s taunt skill.
I would be happy for that particular skill to go as long as we had a manual pull+root.
Wait... maybe i'm starting to understand what you mean... you mean a skill like the one DK has that trows a "chain" at the enemy and pull it towards you?
Yes
Long range single target Pull
Short range PBAoE pull
PBAoE Root.
Lightninvash wrote: »A smart AI would target the healer because once dead then take out the DD and then the tank once he has no heals or back up. that would not be a fun dungeon or very fun depending on how you look at it.
Asherons_Call wrote: »Haha yea if an MMO company decided to add real AI we would all be in a load of trouble
cyclonus11 wrote: »Why can't we have more skill lines with taunt abilities? It seems that a taunt would be included in the Heavy Armor and Fighters Guild skill lines...
Marktoneth3 wrote: »Oh you want to remove a Tank from this game ?
Like ZOS intend did with perma block ?
Would it not be better to get rid of that and have an AI that's actually as smart as it can be made regarding its target prioritisation? In all other games I've played that's what people would ask for: an AI that makes smart decisions. Conversely, giving the AI raw power to compensate for stupidity would be considered as a cheap cop-out. So why, in ESO, is it more important to warp the AI to suit trinity gameplay than to make the best AI possible?
Perma block is a crutch for sh!tty tanks.
Get over it and use some of the other skills on your bar.
Does anyone else get instagibbed in dungeons? And then when you look at the post-mortem "T" screen, it shows you were one-shot for more than your entire health pool?
Is it just me? Do I suck? What's a decent amount of HP/armor for a medium armored VR1 DPS? Are drinks utterly worthless?
Yes, yes... I can dodge and I move out of the way of red rings on the ground. But still, some things just hit like a truck out of nowhere and there's nothing I can do about it.
Lightninvash wrote: »A smart AI would target the healer because once dead then take out the DD and then the tank once he has no heals or back up. that would not be a fun dungeon or very fun depending on how you look at it.
Marktoneth3 wrote: »Oh you want to remove a Tank from this game ?
Like ZOS intend did with perma block ?