Board Ideas.old [context]
Sender SirLance
Date Fri Jan 6 13:39:47 2017
To all
Subject re taunt
Good reason why no one has gone Juggernaut yet. The pay out is going to be wonky with all the difficult to tank fights not allowing a tank to be a tank. Another reason is that leveling one and/or being alone as one is the suck. A well designed Taunt skill can hopefully address these issues. Passive doesn't really make sense or we'd just nerf mob re-targeting capability. yatta Could simply add a short duration, short cooldown taunt skill to achieve high level tanking, but it can be more fun than that. Successful taunts should be rewarding. Taunting re-claims the aggro of the room (and likely any new potential aggro), and for its duration the warrior's damage intake/mitigation should be stored. If the intake/mitigation is high enough, then refresh Taunt or refresh Taunt sooner. There could also be some damage return at play here, which would really be great for a Juggernaut trying to solo. yatta For teamplay, if the jugg is receiving healing this would count towards their mitigation value as well. So, at the end of a big, bad juggs taunting the boss, and the boss finds he didn't put a dent in the jugg...that'd be pretty disheartening! This triggers taunt rewards (refresh cooldown, dmg return, maybe debuffs to the debilitated boss). Lots of ways to go with it and counter balance. Will stop here. endp