I realized and have accepted the fact that Tanks are kinda.....bleck....for Guild wars. I find that this is due to the lack of skills that increase a threat or danger level of mobs and also...Warriors are better at damage anyways. And I do not mean tanking by using corners or skills like SY that will probably make you a target. I mean PURE gain this targets attention skills.
But I want to ask you, the players of Guild wars. Do you WANT a Tanking Role in this game or the next? Personally I love playing the role (In other mmo's) where I absorb all the damage and use skills that attract mobs by increasing their threat, danger, or an invisible meter that decides what the monster should attack. It makes me feel like I am helping the rest of the party out more by surviving and not having to heal others since...I don't like to play the Full support role.
I hope this kind of a role is added into GW2. While I realize they are doing away with Support players, they can't TOTALLY remove it. What do we have left? Just a bunch of different kind of damage dealers? I would propose an effect where if you are soloing, you can do more damage, while in a party your more set up to take damage and attract aggro. Just like monks in the future GW2 should have GOOD smiting skills in Solo play but be able to play support in a party where needed.
Do you players like Tank roles or do you not even care to see this addition into the game?
Tanks and GW/GW2
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Originally Posted by joshuarodger
i like to see pretty yellow or blue numbers, depending on the class i'm playing at the time. standing in one spot, not doing anything is not fun.
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Most of the time when you tank you also do a good amount of damage (If not a HIGH amount). Usually it's something like, Aggro skill, damage damage damage aggro skill, damage damage damage check placement/aggro skill. Stuff like that. It's basically the warrior the way it is now but able to attract aggro away from the group and doing, probably slightly less damage.
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Stand in one spot and not do anything, LOL. Its obvious that you have never played a tank in a game with good threat/aggro system.I love guild wars and think that it is a great game but tanking is one area that it is lacking. Playing a tank in a game with a good threat/aggro system is a tough job which requires the timing of both defensive and threat generating skills as well as the management of proper stances. Generaly the main tank in a guild in such a game is one of the better players as the whole party relies on him for thier survival. Ranged DPS is the class that is EZ mode to play. I should know, I have a level 20 ele as my main as well as a 70 warlock in WoW.
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If we're going to add "tank" role, I'd much rather see it done right.
4th Edition D&D has turned fighters into actual tanks, but they don't do it with AI-altering gimmicks or forcing the DM to send monsters after you. Rather, they have abilities that punish foes for attacking someone other than themselves. A fighter can "mark" a single foe so they get a penalty to attack anyone other than themself, and they also get extra attacks against foes trying to run away from them. So opponents have to make a choice of chasing the squisher target, or putting pressure on the harrassing fighter.
One difference, other than avoiding boring gamplay down to "contain DPS to keep the stockpile on the tank", is that you could make this a strategic part of PvP play. Linebackers already do this function somewhat, but it would be more interesting if the option of sometimes attacking the warrior made more sense than it currently does. Yeah, that would have to be an entirely different PvP game than GW1 to work, but that level of difference is what I'm expecting anyway.
4th Edition D&D has turned fighters into actual tanks, but they don't do it with AI-altering gimmicks or forcing the DM to send monsters after you. Rather, they have abilities that punish foes for attacking someone other than themselves. A fighter can "mark" a single foe so they get a penalty to attack anyone other than themself, and they also get extra attacks against foes trying to run away from them. So opponents have to make a choice of chasing the squisher target, or putting pressure on the harrassing fighter.
One difference, other than avoiding boring gamplay down to "contain DPS to keep the stockpile on the tank", is that you could make this a strategic part of PvP play. Linebackers already do this function somewhat, but it would be more interesting if the option of sometimes attacking the warrior made more sense than it currently does. Yeah, that would have to be an entirely different PvP game than GW1 to work, but that level of difference is what I'm expecting anyway.
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Hmmm, the one thing I like about GW most is that they don't try to be like the standard MMO's. If I wanted the same tank-n-spank gameplay, I'd play one of the million-and-one other MMO's out there. I like the fact that warriors in this game shine as damage machines and killers, not as the, "take your time guys. I got the aggro covered," statue used in other games. You want that, there are plenty of other games out there with that option. This game seems to be pretty popular without it.
What I find irony in, is that on the battlefield, the tank is the one machine people try to avoid, and is the big damage-dealer on the ground.
What I find irony in, is that on the battlefield, the tank is the one machine people try to avoid, and is the big damage-dealer on the ground.
I understand AI has its limits, but I do strongly feel that the limit should be somewhat beyond "Durr this guy yelled at me, I'll ignore everything except him." This kind of worked in Everquest, but it is one of the holdovers that I really wish MMO's would stop using: the blatant "this skill makes monsters attack you."
I kind of wish they would implement different versions of AI, especially with the nature of creating builds that GW has. Ones that go after low armor first, ones that go after melee first, ones that go after casters first, ones that attempt to avoid combat all together. If done properly it would make PvE more difficult and entertaining without the standard more mobs, higher levels, more damage that time and time again has been shown to still be easily push button farmable.
I kind of wish they would implement different versions of AI, especially with the nature of creating builds that GW has. Ones that go after low armor first, ones that go after melee first, ones that go after casters first, ones that attempt to avoid combat all together. If done properly it would make PvE more difficult and entertaining without the standard more mobs, higher levels, more damage that time and time again has been shown to still be easily push button farmable.
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Everybody who likes tankNspank should leave GW asap. I can't believe there was a time when the game even promoted this combat style (gear/book trick). The argument is the same as for ursan: why do we have skills if ursan better/easier than anything else, similarly why do the mobs have skills if it is completely irrelevant what they throw at the tank....?
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Thing is there shouldn't be tanks fantasy wars isn't about tanking it's about dps and that's the way they should make them. Everyone should independently be a power not just warriors and eles and monks. Anarchy Online does it so well that's why I have been enjoying playing it again and I don't need 7 heroes or a monk. 

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Originally Posted by Clarissa F
What I find irony in, is that on the battlefield, the tank is the one machine people try to avoid, and is the big damage-dealer on the ground.
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Originally Posted by FoxBat
If we're going to add "tank" role, I'd much rather see it done right.
4th Edition D&D has turned fighters into actual tanks, but they don't do it with AI-altering gimmicks or forcing the DM to send monsters after you. Rather, they have abilities that punish foes for attacking someone other than themselves. A fighter can "mark" a single foe so they get a penalty to attack anyone other than themself, and they also get extra attacks against foes trying to run away from them. So opponents have to make a choice of chasing the squisher target, or putting pressure on the harrassing fighter. One difference, other than avoiding boring gamplay down to "contain DPS to keep the stockpile on the tank", is that you could make this a strategic part of PvP play. Linebackers already do this function somewhat, but it would be more interesting if the option of sometimes attacking the warrior made more sense than it currently does. Yeah, that would have to be an entirely different PvP game than GW1 to work, but that level of difference is what I'm expecting anyway. |
However, the general idea is sound: Taunts and other 'aggro-influencing' mechanics are a bad thing - would you expect a human team to exclusively gang up on the 'tank' just because he was shouting insults, even when they're taking massive damage from nukers and can't do any real harm to the tank when the tank's healers are healing them? No, they're going to shout at the tank that they'll be back for them later and go take out the support. Instead, the fighter needs to be a real threat in its own right, and have more tangible incentives for not ignoring it - skills like Bull's Strike to stop people from simply running past, and like Frenzy to punish people who don't attack them. Possibly even make it happen directly - replace the 'armour piercing on skills' effect of Strength with something that does extra damage to targets that aren't attacking the warrior.
Certainly, Guild Wars could do with a more complicated targetting mechanism than "go for the lowest armour and hit points, monks first" - possibly including such things like how much damage a potential target is doing, how much healing, how much annoyance it is causing through interrupts, hexes, enchantments and conditions. However, this system should be as opaque as possible so it can't be abused, and have enough randomness so as to remain unpredictable, and there certainly shouldn't be skills that directly influence this mechanic. Furthermore, the mechanism shouls ALSO be able to recognise 'attacking this target is futile, time to try for something else.'
Ideally, it shouldn't know the actual AL and hit points of the players, but should have to decide this based on the same observations of the players - how much damage its attacks deal and how much the player's red bar drops in response to that damage, starting from basic assumptions from the player's profession and equipment.
