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#1 |
Loremaster
Join Date: Dec 2004
Posts: 188
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![]() First EQ2 developers meeting. Dev1: OK, here's my new theory. Some tank classes in EQ2 won't taunt much. They'll hold agro primarily by doing damage. Dev2: Wow. Great idea. But suppose you have a DPS class that is doing 120 dps at some level. How will the same level "damage" tank hold agro. Dev1: We'll make sure the "damage" tanks have higher dps than the DPS classes. That will fix it. It is hard to see how this idea could ever produce tanks that hold agro with damage and still have viable have DPS classes. Unless: (1) "Damage" tanks do second rate damage (maybe 60% of DPS class' damage) and hold agro with some other non-taunt abilities. (Non-damage tanks could do 25-30% maybe?). (2) "Damage" tanks do second rate damage, but their combat abilities generate more hate per damage point than damage done by DPS classes.. Any time a tank can do the same damage as a class whose clear contribution is DPS, then groups will clearly prefer the tank over the DPS.
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 315
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upgrade your app1s :smileyvery-happy:
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#3 |
Join Date: Nov 2004
Posts: 120
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EQLive had a threat modifier on agro from damage delt. A warrior hitting a mob for 100pts of damage would generate more agro than a bard hitting a mob for 100pts of damage, for example. There is probably something similar going on in EQ2, but to what extent I don't know. Right now it does seem like desipte SOE's claims, they created brawlers to be DPS classes who could tank, while scouts just kinda sit around lfg hoping a group will add them for evac.
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 696
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bah you [Removed for Content] :smileywink:
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Stizeyo |
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#5 |
Loremaster
Join Date: Dec 2004
Posts: 188
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![]() upgrade your app1s What is an app1? What does upgrade mean? Julian Granger 27th level Assassin
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#6 |
Loremaster
Join Date: Dec 2004
Posts: 188
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If this is the case, then the solution seems way easy to me. You design damage tanks to do 60% of the damage of a DPS class and make their damage count for more agro. You can give them a couple of long timer, decent attacks that get them up to the 60%. This can't be that hard . . .
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#7 |
Join Date: Jan 2005
Posts: 83
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![]() If this is the case, then the solution seems way easy to me. You design damage tanks to do 60% of the damage of a DPS class and make their damage count for more agro. You can give them a couple of long timer, decent attacks that get them up to the 60%. This can't be that hard . . . --- Not hard at all, just swap out the timer's on our main skills and their main skills..let their biggest baddest skill be usable 1/hour and go from there. ![]() Problem fixed ![]()
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FurFang Clawtail- Ratonga 51 Assassin/29 Jeweler Legion of Qui Officer |
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