This is mostly for tank players:
How do you prefer holding aggro in MMOs? Do you prefer systems such as ESO where a skill can be used to hold aggro of a boss/mob indefinitely without having to worry about losing it before the effect ends, or do you prefer systems where you have to manage the boss' threat/hate via a DPS rotation to generate and maintain that threat/hate?
More dots, more dots, more dots, okay stop dots....okay now dps VERY SLOWLY
kathandira wrote: »In ESO to keep aggro, with proper stats(hp/resist), you can basically just stand still and just cast Taunt on Cool Down and that is all you need to do...not very exciting.
Dracan_Fontom wrote: »I come from FF14 tanking and the threat generation is a fun mechanic imo.
kathandira wrote: »In ESO to keep aggro, with proper stats(hp/resist), you can basically just stand still and just cast Taunt on Cool Down and that is all you need to do...not very exciting.Dracan_Fontom wrote: »I come from FF14 tanking and the threat generation is a fun mechanic imo.
I agree that threat generation is a fun mechanic. It isn't so much about trying to be a DPS in heavy armor, but rather it just makes the fights more engaging. Tanking in ESO can get pretty boring after a while especially in certain fights. Most of the engagement in boss fights comes from activating synergies and reapplying certain debuffs on cooldowns, but the rest of it is holding block and taunting about every 10 seconds (and occasionally interrupting a boss mechanic). Threat generation keeps the fight engaging, especially for easier/slower-paced bosses such as the Foundation Stone Atro in vAA.
On the other hand, it would serve them right and might help throttle down the obscene damage numbers that are possible in this game.
kathandira wrote: »I was thinking about this the other day. If ZoS would want to throttle DPS a bit, they just need to add more Health % based abilities to bosses. Such as add spawning. Kill it too fast, and get overwhelmed by adds. Add a unity bonus to health, defense, and damage to the adds. More adds, the stronger they get to a point where they are just as strong as the boss itself.
kathandira wrote: »I was thinking about this the other day. If ZoS would want to throttle DPS a bit, they just need to add more Health % based abilities to bosses. Such as add spawning. Kill it too fast, and get overwhelmed by adds. Add a unity bonus to health, defense, and damage to the adds. More adds, the stronger they get to a point where they are just as strong as the boss itself.
Vykosa was a step in the right direction. If you burn her too quickly you will quickly be overwhelmed with adds. So not that every boss should function that way, but it would definitely help get rid of the current burn-and-ignore-mechanics strategy.
paulsimonps wrote: »I want a taunt where I actually taunt, bash my sword on my shield and fling my arms out going "come at me bro."
paulsimonps wrote: »I want a taunt where I actually taunt, bash my sword on my shield and fling my arms out going "come at me bro."