View Full Version : Sometimes I just give up trying to target....
Dojac
04-20-2010, 02:02 PM
<p>Look tanks are there to taunt I'm not going to complain about being locked to a tank for awhile but when you're runnin up against 3 tanks in a group it becomes darn nigh impossible to kill anything. Ohh locked to tank 1....now tank 2....back to tank 1.....oh hey its tank 3.....I swear tank 2 was at 95% last i saw him.....back to tank 1-oh no 2-3 argh...hey I clicked over to the healer cassssssssting...[Removed for Content] interupted and locked back to tank 1.</p><p>Tanks are there to keep attacks from hitting their friends. Thats their role but quite frankly taunt is a form of CC and as such I make the case that they should be subject to some form of the same CC restrictions as CC abilities. Not exactly the same mind you, a 1.5x timer is too much for a taunt immunity, but a 1x timer or even a .5 timer would be nice. Also, I can think of 4 things off the top of my head that will break anyother form of CC 3 of which add an immunity timer afterwards. I can think of only 1 item (if there are more I'd love to know) that breaks a taunt lock with no immunity timer afterwards. </p><p>I'm not saying nerf taunts I'm saying treat them as CC and bring them in line with other CC abilities. Extend taunt durations, give one or two more things to break them, add a shortened immunity timer to them. It breaks up the button mash taunt lock that currently plauges many of the matches that we see and forces the tanks to coordinate their abilities a bit more. Of course it could be as simple as cutting down on the range of taunts to make it possible to stand back and pick up a target other than a tank.</p>
Armironhead
04-20-2010, 04:32 PM
<p><cite>Dojac@Vox wrote:</cite></p><blockquote><p>Look tanks are there to taunt I'm not going to complain about being locked to a tank for awhile but when you're runnin up against 3 tanks in a group it becomes darn nigh impossible to kill anything. Ohh locked to tank 1....now tank 2....back to tank 1.....oh hey its tank 3.....I swear tank 2 was at 95% last i saw him.....back to tank 1-oh no 2-3 argh...hey I clicked over to the healer cassssssssting...[Removed for Content] interupted and locked back to tank 1.</p><p>Tanks are there to keep attacks from hitting their friends. Thats their role but quite frankly taunt is a form of CC and as such I make the case that they should be subject to some form of the same CC restrictions as CC abilities. Not exactly the same mind you, a 1.5x timer is too much for a taunt immunity, but a 1x timer or even a .5 timer would be nice. Also, I can think of 4 things off the top of my head that will break anyother form of CC 3 of which add an immunity timer afterwards. I can think of only 1 item (if there are more I'd love to know) that breaks a taunt lock with no immunity timer afterwards. </p><p>I'm not saying nerf taunts I'm saying treat them as CC and bring them in line with other CC abilities. Extend taunt durations, give one or two more things to break them, add a shortened immunity timer to them. It breaks up the button mash taunt lock that currently plauges many of the matches that we see and forces the tanks to coordinate their abilities a bit more. Of course it could be as simple as cutting down on the range of taunts to make it possible to stand back and pick up a target other than a tank.</p></blockquote><p>I know its kinda emperical, but imo when the other cc's were more effective taunts were under control. Now that most cc's have been largely rendered ineffective, taunts have become op by comparison. Taunts are clearly a cc, and should be brought into line with the other cc's.</p>
Shorcon
04-20-2010, 04:48 PM
<p><cite>Armironhead@Vox wrote:</cite></p><blockquote><p><cite>Dojac@Vox wrote:</cite></p><blockquote><p>Look tanks are there to taunt I'm not going to complain about being locked to a tank for awhile but when you're runnin up against 3 tanks in a group it becomes darn nigh impossible to kill anything. Ohh locked to tank 1....now tank 2....back to tank 1.....oh hey its tank 3.....I swear tank 2 was at 95% last i saw him.....back to tank 1-oh no 2-3 argh...hey I clicked over to the healer cassssssssting...[Removed for Content] interupted and locked back to tank 1.</p><p>Tanks are there to keep attacks from hitting their friends. Thats their role but quite frankly taunt is a form of CC and as such I make the case that they should be subject to some form of the same CC restrictions as CC abilities. Not exactly the same mind you, a 1.5x timer is too much for a taunt immunity, but a 1x timer or even a .5 timer would be nice. Also, I can think of 4 things off the top of my head that will break anyother form of CC 3 of which add an immunity timer afterwards. I can think of only 1 item (if there are more I'd love to know) that breaks a taunt lock with no immunity timer afterwards. </p><p>I'm not saying nerf taunts I'm saying treat them as CC and bring them in line with other CC abilities. Extend taunt durations, give one or two more things to break them, add a shortened immunity timer to them. It breaks up the button mash taunt lock that currently plauges many of the matches that we see and forces the tanks to coordinate their abilities a bit more. Of course it could be as simple as cutting down on the range of taunts to make it possible to stand back and pick up a target other than a tank.</p></blockquote><p>I know its kinda emperical, but imo when the other cc's were more effective taunts were under control. Now that most cc's have been largely rendered ineffective, taunts have become op by comparison. Taunts are clearly a cc, and should be brought into line with the other cc's.</p></blockquote><p>Yeah. Then I can just hang my gaurdian up and never play him. Oih. Why should a tank be able to taunt? I play other classes and know how to avoid tauntlocks for the most part. Even on my swashy I can get around taunt. Learn to stay away from tanks. If your in klak you need to premade with the right classes. Klak should be on an arena style token system. 6v6 isnt good for battlegrounds. Implament an arena system that allows 1v1 2v2 and 6v6 premades only into klak. Please dont ask to nerf taunts. That would make the game go back to solo players soloing in team based battlegrounds.</p>
PeterJohn
04-20-2010, 05:00 PM
<p>You can still kill the tank that taunts you. That is a big difference compared to being mezzed, where you just sit there doing nothing for 5-10 seconds. Tanks are supposed to taunt you. Their job is to make you target them. If they can't do that, then what do you want them to do?</p>
Dojac
04-20-2010, 05:05 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p>You can still kill the tank that taunts you. That is a big difference compared to being mezzed, where you just sit there doing nothing for 5-10 seconds. Tanks are supposed to taunt you. Their job is to make you target them. If they can't do that, then what do you want them to do?</p></blockquote><p>Which wouldn't be as big of a deal if we weren't boucing between tanks every 3 seconds.</p>
MadHatter1
04-20-2010, 05:18 PM
<p><cite>Dojac@Vox wrote:</cite></p><blockquote><p>Look tanks are there to taunt I'm not going to complain about being locked to a tank for awhile but when you're runnin up against 3 tanks in a group it becomes darn nigh impossible to kill anything. Ohh locked to tank 1....now tank 2....back to tank 1.....oh hey its tank 3.....I swear tank 2 was at 95% last i saw him.....back to tank 1-oh no 2-3 argh...hey I clicked over to the healer cassssssssting...[Removed for Content] interupted and locked back to tank 1.</p><p>Tanks are there to keep attacks from hitting their friends. Thats their role but quite frankly taunt is a form of CC and as such I make the case that they should be subject to some form of the same CC restrictions as CC abilities. Not exactly the same mind you, a 1.5x timer is too much for a taunt immunity, but a 1x timer or even a .5 timer would be nice. Also, I can think of 4 things off the top of my head that will break anyother form of CC 3 of which add an immunity timer afterwards. I can think of only 1 item (if there are more I'd love to know) that breaks a taunt lock with no immunity timer afterwards. </p><p>I'm not saying nerf taunts I'm saying treat them as CC and bring them in line with other CC abilities. Extend taunt durations, give one or two more things to break them, add a shortened immunity timer to them. It breaks up the button mash taunt lock that currently plauges many of the matches that we see and forces the tanks to coordinate their abilities a bit more. Of course it could be as simple as cutting down on the range of taunts to make it possible to stand back and pick up a target other than a tank.</p></blockquote><p>[Removed for Content] skippy!! Taunts are way overpowered. No, I don't want tanks to not be able to taunt, but (and this really applies in Gears) when the other team has 2 tanks and a decent healer then you can forget about ever killing anyone...that's assuming the tanks are worth a crap. The tight constricted passageways in Klak means that everyone in that grp is inside the tanks protective area, which means that for the entire fight you end up taunt-locked. If both teams are similarly built, then it comes down to who gets the relic first and from that point on, it's a wail-fest with nothing getting accomplished. If you do get lucky and kill one or 2 people, in the amount of time it takes to try and take down the next person, they have time to respawn and get back in the fight. So flame if ya want tanks, I could really care less. It IS a problem, and something needs to be done to make things a little fairer. And don't give me any crap about how we wouldn't have so much of a problem if we ran with premades as opposed to pugs. Unfortunately, if you want to bg, then sometimes you don't have much of a choice.</p>
Alima_Tunare
04-21-2010, 11:50 PM
<p>Revive and taunted by the zerk across the field in Ganak just outside his camp. Thats [Removed for Content] annoying.</p>
BadBoyfriend
04-22-2010, 10:21 AM
<p>I have no love for SOE. They lost ALL my love when they purposely ignored us all for 5 days just to get revenge for a BG exploit about a month ago, maybe some of you recall. Now that I know they will betray my trust and that they are not a responsible business entity, they can simply kiss it.</p><p>However, I have confidence that they will bring some parity to the BG's. Why? Because they did it with raiding. Not that every toon is equally strong in a raid, but over time, they've managed to take what is, to be totally fair, a LOT of classes compared to other MMO's, and each one now serves at least some useful function in a raid.</p><p>It's in their best interest to achieve fairness in BG's, to maintain their customer base. And I think there is also some ego involved on their end. They made all these classes for this game, and they made a strong commitment to moving in a PVP direction. Beyond that factor, there's also the consideration that it's simply not that difficult to figure out how it could be done.</p><p>One way to do it would be to assign PARITY POINTS to any party that enters a BG pre-made. As it stands, taking the Gears scenario as the most basic example, a group of, say, three SK's and three healers is essentially invincible if they know how to play their toons. Put them up against a party organized along traditional lines, and they will pwn face each and every time.</p><p>But if there was a price to pay for bringing in a lopsided group, it wouldn't be an issue. When I say "a price" I mean possibly a sacrifice of Health, Power, Mitigation, or Resists based on LACKING certain classes in the group.</p><p>I'm sure this math is poorly conceived, but just as an example of what I mean - your party has no Bard Class, so that's Minus 1000 Health for everyone. Your party has no Sorceror Class, so that's Minus 1000 Power for everyone. Your party has more than two healers = Minus 1000 Mitigation on all physical damage. Your party has more than one tank, so that's Minus 3 seconds on Taunts, more than 2 tanks, Minus 5 seconds along with a range penalty, and so on.</p><p>That sort of thing would push BG groups into seeking parity.</p><p>No one needs to be nerfed. Each class serves a useful function already, as long as they are facing another team organized along traditional lines. Taunts are fair, that's what tanks do. One-shotting is reasonable - from classes that can easily be one-shotted themselves, like sorcerors. Scouts are fast, as they should be. And no one ever talks about healers being OP'd.</p><p>The problems arise when people stack their groups with taunts and heals. This makes the entire scenario miserable for everyone involved on the other team.</p><p>If there was a penalty for doing that - one which essentially cancelled out the benefit of doing it - it would cease to be an issue.</p><p>It should be relatively easy to motivate people to create traditional groups that give each class a strong reason to be there. This parity point system is just one idea. I'm confident it will happen.</p><p>As for how long it will take, that's an area where my confidence begins to dissipate.</p>
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