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#1 |
New Member
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Wanted to start a more focused discussion on this. I believe the purpose of this ability is to try to encourage groups to bring tanks over a dps or another healer in that spot. With that in mind, let's make sure any ideas or discussions we have are not bringing up solutions that completely get rid of this otherwise they probably wont take the suggestion that seriously.
Overall another thing for a fighter to do is not a total issue however, I believe my biggest issue with it, is there's no room for error and it seems like it's on almost every mob. So for example -If your out of power when the check comes... The group dies. -If you are stunned when the check comes.... The group dies. -If you accidentally cast the ability to early (or to late)..... The group dies. I am not entirely sure of any other check in the game that is this punishing that is revolved around one player. I suppose the easiest solution to it would be to make it Instacast,0 power cost , Castable under control effects with the only punishment being if you cast to early or late but, at this point I`m kind of hoping we can come up with a fundamental change to the way it works while keeping the intention of what they were trying to accomplish. Just wanted to see other thoughts and ideas on it. Make sure we keep it constructive regardless ![]() |
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#2 |
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My thoughts are either
A. Tune the fail so that it can be healed through but is clearly punishing, so that tanks can protect their group from it but, if they fail the healer can still handle it with their emergency heals and what not. B. Make it so the ability can essentially be cast regardless of circumstance (Thus making it only punishing if you hit the ability at the wrong time or fail to do so) C. Make it so that there is no reuse, so the tanks have to monitor the duration of the spell. So for example if it has a 30-second duration and no recast. You waste time by spamming it every second but, since you need it up you need to keep track of it to maximize DPS and survivability. This would also make the job of making sure every mob has an alert system less of a necessity helping development time of mobs I believe. D. Make the abilities AOE blockable so that if the tank fails there are other methods to counter that fail that require teamwork and communication. Just four different thoughts I had about it. |
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#3 |
Member
Join Date: Jan 1970
Posts: 2
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![]() Here I can only speak again. For one thing, no one seems to have really tested how this new game mechanic works, on the other hand, there are good reasons why it is introduced.
Please remain constructive and you really participate in the test before you give judgments and calls or proposes things.
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#4 |
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Well your clarifications did remove a bit of the concern I had (I was not aware of some of these changes)
My primary concern is that there are already very few tanks, I can't imagine this will encourage more folks to want to tank but. Possibly I`m wrong maybe, casting an ability on cue in every single fight is what everyone was hoping for so that they could display their CoUrAgE in listening to an act trigger. All in all its fine, ill adapt to anything they put in the game, ill have to give it another go with the changes you've mentioned, I haven't had much time to beta test, just wanted to try to start a meaningful discussion on this, sounds like it might be much better tuned now. |
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#5 |
Member
Join Date: Jan 1970
Posts: 0
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Another point of failure are lag spikes. Anytime a tight timing mechanic is added with unforgiving consequences (usually in a raid script) it leads to frustration and complaints until the timing is usually adjusted to be well past challenging.
A failure condition of totally killing the group's DPS for a bit would be enough of an incentive to bring a tank but not cause a wipe if there was a failure for whatever reason. |
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#6 |
New Member
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good, now you can tank for me and test your Bulwark out!
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#7 |
Active Member
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i wish it lasted abit longer maybe 12 secs instead of 8
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#8 |
Well-Known Member
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