ValKyrie Ragepunk
I feel like it would make things harder in somewhere like DMS because from the threads I have seen people think it will take over the "aggro" stealing role of whoever will hold it. I mean that's great and all, but I think initially there will be a period of "let's bring taunt" instead of more players actually testing it's capabilities and weighing the pros and cons.
That's true of any change that could have a strategic impact on DMS, though - and indeed, it's a self-correcting issue. If players do what you describe, it'll either work or it won't: if it works, there's no problem; if it fails, they'll figure as much out fairly quickly. wink
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Well I believe that the Taunt ring would be a fun tool IF we could find a use for it. The ideal is to hold the aggro of the monsters in the room and to sit out of range enough to make them "passive" so the rest of the crew can kill and not gain damage. It would have to be up to the person who may be assigned as "kiter" or "heal tank" to decide how best they would like to implement the use of Taunt. I know that I have thought about it when I am the healer/back up. It would be great to have to, as you said, to reassign aggro during say a bat swarm. Sometimes there is that one little BB that just doesn't want to play nice. Or to pick off a bat from the swarm following the kiter so you can pick them off faster. Adren, Knife, or Hot Foot can accomplish this but sometimes it will not as the "kiter" has too much aggro to compete with. Taunt could accomplish it's purpose by doing just that and I would love to use it then.
Although these are just my experiences in DMS. I am sure you have a better handle on these things than I would. 3nodding
Edit: I always thought that a fixed Taunt ring would immediately steal the aggro of an animated. eek
I'd argue that tanking enemies into a 'passive' state is anything but ideal - I believe that the fact that enemies go 'passive' at all is a glitch, and if it's not a glitch then it's simply terrible design. Tanking should be about... Well, tanking - actually taking damage better than the rest of the Crew. If all Taunt does is help facilitate people sitting around in corners, I wouldn't suggest fixing it either. sweatdrop
I wouldn't belittle the value of your DMS experiences - I have virtually no DMS experience, so I'm forced to speak from a highly-abstracted point-of-view. Having a more practical perspective to contrast it with is actually an incredibly useful tool - I think - for both of us. 3nodding
And as far as Taunt goes, the fact that it's 'broken' is simply the fact that it doesn't scale with level - at RR1 it currently generates a constant 40 Hate, the equivalent of 40 damage, at every CL. Since damage scales with CL, this means that it's quickly outclassed; the 'fix' would involve making it scale, generating some 480 Hate at CL 12.0. However, this only allows a player to accrue Hate; it doesn't steal Aggro. Even fixed, it's quite possible for one player to have enough Hate that it requires several uses of Taunt to steal it back - the only benefit it has over damaging rings is that it would do so faster. What I'd like to see the ring do would be to 'reset' the values on the target's Hate list, and then grant more Hate toward the user; this would guarantee that the user always gains Aggro when using the ring, but doesn't particularly help him retain it (because it resets the values). Naturally, that version would require a significantly longer Cooldown.
iWintre
Mantis was supposed to KO all enemies and have a really fast recharge
At first blush, that seems like a bit of an overpowered effect - I can see the flavour of incorporating an 'iai strike' or 'vorpal' effect onto Mantis (possibly just by having it hit much harder on criticals), but simply making it defeat everything seems to make every other attack ring obsolete, no?
Perhaps you could explain a bit more what you mean, because I don't think I fully understood... redface