There are a very limited number of ways of taunting enemies. They include:
- The Puncture skill in the One Hand and Shield line. This only works from melee range, and requires you to be wielding a one-handed weapon and shield.
- The Inner Fire skill in the Undaunted line. This method works from a distance, and lets you use the equipment of your choice.
- A heavy attack with a Frost Staff will taunt enemies if you have any points in the Tri Focus skill from the Destruction Staff line.
- Using any Charging ability with the Tormentor set. You'll need 5 pieces of this set, which only drops in the The Banished Cells.
exeeter702 wrote: »The only practical solution that would be applicable to esos class role format involve the following 3 things.
1. Prohibit multi role selection in group finder.
"But i can perform mutliple roles!" Tough ***.
2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.
3. create an actual desired incentive for players to queue as less popular roles such as tank
This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.
Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.
exeeter702 wrote: »The only practical solution that would be applicable to esos class role format involve the following 3 things.
1. Prohibit multi role selection in group finder.
"But i can perform mutliple roles!" Tough ***.
2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.
3. create an actual desired incentive for players to queue as less popular roles such as tank
This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.
Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.
tinythinker wrote: »On the one hand, the game loosely follow the classic trinity of tank - healer - damage dealer, but on the other hand classes aren't confined to one role each.
exeeter702 wrote: »1. Prohibit multi role selection in group finder.
"But i can perform mutliple roles!" Tough ***.
exeeter702 wrote: »This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.
exeeter702 wrote: »
3. create an actual desired incentive for players to queue as less popular roles such as tank
This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.
Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.VaranisArano wrote: »Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...
I'm not feeling the lack of variety.
Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:VaranisArano wrote: »That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.
I guess I've got a few questions for how this would work.
1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.
2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?VaranisArano wrote: »If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".
In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
exeeter702 wrote: »The only practical solution that would be applicable to esos class role format involve the following 3 things.
1. Prohibit multi role selection in group finder.
"But i can perform mutliple roles!" Tough ***.
2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.
3. create an actual desired incentive for players to queue as less popular roles such as tank
This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.
Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.
tinythinker wrote: »Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.VaranisArano wrote: »Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...
I'm not feeling the lack of variety.
Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:VaranisArano wrote: »That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.
I guess I've got a few questions for how this would work.
1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.
2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.
- nerfing PvE because of PvP imbalance
- not enough people interested in tanking
- people unhappy with being limited to sword and board or ice staff
- people mad that ice staff has to be a tank tool vs those who like it as a tank tool
- etc.
In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.
- increase the options available for the role
- help players learning the role
- make the role feel more unique/expanded
To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead?So I'm not wedded to those particular "maybes".
The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.
Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.
To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?VaranisArano wrote: »If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".
In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?
VaranisArano wrote: »tinythinker wrote: »Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.VaranisArano wrote: »Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...
I'm not feeling the lack of variety.
Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:VaranisArano wrote: »That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.
I guess I've got a few questions for how this would work.
1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.
2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.
- nerfing PvE because of PvP imbalance
- not enough people interested in tanking
- people unhappy with being limited to sword and board or ice staff
- people mad that ice staff has to be a tank tool vs those who like it as a tank tool
- etc.
In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.
- increase the options available for the role
- help players learning the role
- make the role feel more unique/expanded
To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead?So I'm not wedded to those particular "maybes".
The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.
Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.
To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?VaranisArano wrote: »If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".
In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?
Its interesting in a vague "What If?" way.
I struggle a little with the viability of the PVE Battlespirit idea. That's because:
A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.
B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.
So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.
tinythinker wrote: »VaranisArano wrote: »tinythinker wrote: »Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.VaranisArano wrote: »Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...
I'm not feeling the lack of variety.
Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:VaranisArano wrote: »That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.
I guess I've got a few questions for how this would work.
1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.
2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.
- nerfing PvE because of PvP imbalance
- not enough people interested in tanking
- people unhappy with being limited to sword and board or ice staff
- people mad that ice staff has to be a tank tool vs those who like it as a tank tool
- etc.
In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.
- increase the options available for the role
- help players learning the role
- make the role feel more unique/expanded
To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead?So I'm not wedded to those particular "maybes".
The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.
Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.
To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?VaranisArano wrote: »If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".
In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?
Its interesting in a vague "What If?" way.
I struggle a little with the viability of the PVE Battlespirit idea. That's because:
A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.
B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.
So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.
To reiterate I'm not suggesting major changes to the performance of abilities, and indeed,
I've clarified more than enough already.tinythinker wrote: »VaranisArano wrote: »tinythinker wrote: »Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.VaranisArano wrote: »Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...
I'm not feeling the lack of variety.
Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:VaranisArano wrote: »That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.
I guess I've got a few questions for how this would work.
1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.
2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.
- nerfing PvE because of PvP imbalance
- not enough people interested in tanking
- people unhappy with being limited to sword and board or ice staff
- people mad that ice staff has to be a tank tool vs those who like it as a tank tool
- etc.
In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.
- increase the options available for the role
- help players learning the role
- make the role feel more unique/expanded
To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead?So I'm not wedded to those particular "maybes".
The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.
Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.
To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?VaranisArano wrote: »If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".
In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?
Its interesting in a vague "What If?" way.
I struggle a little with the viability of the PVE Battlespirit idea. That's because:
A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.
B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.
So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.
To reiterate I'm not suggesting major changes to the performance of abilities, and indeed,
Actually you are. You are suggesting the skills perform differently based on "stance". You are suggesting skills be programed to work 3 different ways. Per base skill plus their morphs that is a potential increase skills per class from 45 to 135. Per weapon it would go from 15 to 45 skills Zos now needs to manage.
This thread is all over the place I don't even know where to begin
exeeter702 wrote: »The only practical solution that would be applicable to esos class role format involve the following 3 things.
1. Prohibit multi role selection in group finder.
"But i can perform mutliple roles!" Tough ***.
2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.
3. create an actual desired incentive for players to queue as less popular roles such as tank
This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.
Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.
There was a game that actually did apply #2...cant think of the name now but I do remember that you had to "try out" for the roles selected…...