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
|