Yeah absolutely not, there is 1 set that has an effect when a taunt is used in PvP you can try that. It’s called Vanguards Challenge.
Yeah absolutely not, there is 1 set that has an effect when a taunt is used in PvP you can try that. It’s called Vanguards Challenge.
I agree that they should not be straight pulled across into PvP, but some use for the taunt (like more sets like Vanguard etc) would be good as Tanks have little place / role in PvP really. I know a few that that annoys.
Yeah absolutely not, there is 1 set that has an effect when a taunt is used in PvP you can try that. It’s called Vanguards Challenge.
I agree that they should not be straight pulled across into PvP, but some use for the taunt (like more sets like Vanguard etc) would be good as Tanks have little place / role in PvP really. I know a few that that annoys.
I would have to disagree with that, tanks play a large role in PvP but less about taunting (since free will and all that lol) and more about wearing sets that provide group buff/enemy debuffs, aoe buffs/debuffs, cc, healing etc.
BejaProphet wrote: »I think one easy way to apply a PvP taunt is simply make it where the taunted individual can no longer see the health bars of anybody but the taunter. Nothing big or unfair, doesn't remove the player's choice, but makes the player unable to identify the easy kill targets or know when to use executes.
Ragnarock41 wrote: »If you've actually played PvP for enough, I'm sure your question of ''why PvP taunts does not exist'' , would answer itself.
Player's are not brainless cpu monsters. You can't just force them to act like one.
Merlin13KAGL wrote: »Because sadly you'd only have two extremes.
- One where the 'view' changed, trying to force focus on the one doing the taunting, but easily ignored by any decent player with some self control.
- Or two, one where you truly force the other player to have tunnel vision, and this one would simply be too powerful.*
*The only way I could see #2 working is if it had varying effect based on distance, with true tunnel vision when up close and a huge damage multiplier towards the one doing the taunting, and faded out to be more like #1 if further away (no tank & hide, sorry)
It's kinda what they went for with Vanguard's Challenge.
I'm of the opinion that if you add an element of cognitive dissonance, a thing that must be ignored, the taunted player has been affected appropriately.
Will it provide an outcome as significant as in pve? Certainly not. Will it be without merit or benifit? Again, no.
If one man in a group of many carries a torch at dusk, you can ignore him and focus on the other men; however, that one torch carrying man has taken a portion of your attention, added a layer to your judgement processing and decreased your ability to react by a number of parsecs. In an even match, the smallest oversight can be the difference between winning and losing.
Imagine 70k hp Tanks using range taunt from a keep and hide on the Wall.
Too much space for exploits
Ragnarock41 wrote: »BejaProphet wrote: »I think one easy way to apply a PvP taunt is simply make it where the taunted individual can no longer see the health bars of anybody but the taunter. Nothing big or unfair, doesn't remove the player's choice, but makes the player unable to identify the easy kill targets or know when to use executes.
That is also pretty broken. And it has absolutely nothing to do with ''taunting'' sadly.
Edit: I really don't know if I need to explain why, but knowing when to execute or when to burst is vital to PvP and your suggestion would instantly make the already risky glass cannon playstyles literally unplayable.
BejaProphet wrote: »
Making them angry to the point of having tunnel vision on one player, making them miss details in others that would have proven crucial in the fight? Such that it actually matters because it impacts choices made by the enemy?
You are correct, that doesn't sound like a "taunt" at all.
Imagine 70k hp Tanks using range taunt from a keep and hide on the Wall.
Too much space for exploits
This is a great point.
I have seen taunts in other games cause the taunted target to do less damage to everyone but the tank who taunted him, but in AvA the tank could sit in safety and use his/her range taunt as you mention and it does not even require them to be a tank. (yes I know about the set bonus that does similar).
Just a pointless idea here.
But how, visually, would you do this, though?Merlin13KAGL wrote: »Because sadly you'd only have two extremes.
- One where the 'view' changed, trying to force focus on the one doing the taunting, but easily ignored by any decent player with some self control.
- Or two, one where you truly force the other player to have tunnel vision, and this one would simply be too powerful.*
*The only way I could see #2 working is if it had varying effect based on distance, with true tunnel vision when up close and a huge damage multiplier towards the one doing the taunting, and faded out to be more like #1 if further away (no tank & hide, sorry)
It's kinda what they went for with Vanguard's Challenge.
I'm of the opinion that if you add an element of cognitive dissonance, a thing that must be ignored, the taunted player has been affected appropriately.
Will it provide an outcome as significant as in pve? Certainly not. Will it be without merit or benifit? Again, no.
If one man in a group of many carries a torch at dusk, you can ignore him and focus on the other men; however, that one torch carrying man has taken a portion of your attention, added a layer to your judgement processing and decreased your ability to react by a number of parsecs. In an even match, the smallest oversight can be the difference between winning and losing.
Merlin13KAGL wrote: »But how, visually, would you do this, though?Merlin13KAGL wrote: »Because sadly you'd only have two extremes.
- One where the 'view' changed, trying to force focus on the one doing the taunting, but easily ignored by any decent player with some self control.
- Or two, one where you truly force the other player to have tunnel vision, and this one would simply be too powerful.*
*The only way I could see #2 working is if it had varying effect based on distance, with true tunnel vision when up close and a huge damage multiplier towards the one doing the taunting, and faded out to be more like #1 if further away (no tank & hide, sorry)
It's kinda what they went for with Vanguard's Challenge.
I'm of the opinion that if you add an element of cognitive dissonance, a thing that must be ignored, the taunted player has been affected appropriately.
Will it provide an outcome as significant as in pve? Certainly not. Will it be without merit or benifit? Again, no.
If one man in a group of many carries a torch at dusk, you can ignore him and focus on the other men; however, that one torch carrying man has taken a portion of your attention, added a layer to your judgement processing and decreased your ability to react by a number of parsecs. In an even match, the smallest oversight can be the difference between winning and losing.
- Does it make other players phase in and out, effectively giving them partial cloak/dodge?
- Does it change the perception of Ally locations, allowing precision only at the taunter?
- Does it create duplicates of the taunter, shadow images, or split like Wisp Mothers do? The shadows then must be dispelled or dispatched before others can take damage?
- Does it work like Blind, making actual dynamic dead zones on the players screen, with the exception of taunter?
- Does it increase miss chance (effectively the same as giving allies dodge chance)?
- Does it delay actions (casts) on all but the taunter?
I find it difficult to imagine an implementation where these not easy to train to ignore or were simply OP.
I think it would be either ineffective or impossible to balance, taking far too much away from the recipient. There would have to be guaranteed detriment on the side of the one doing the taunting, too, not just a chance of it (higher damage, if damage was received) This could be forced focus on the one being taunted too, making the taunter just as much of a target as the taunted. (Having the same visual effect/delay for the caster, taking other players, allies included, 'out of the picture' so to speak, while outsiders would see a visual effect on the taunter making them more of a target for the duration, as well.)
- Does damage to the taunter increase exponentially the longer it's active, leading to a one-shot? (Could even be a toggle)
- Does the taunter take damage automatically the longer it's active (think Chaosball)?
- Taunted would obviously need to be granted an immunity period, as well.
If not, it would have little negative effect on a health tank.