Threat management is not fun. For anyone.(Derailed, Discuss MMOs instead)

Post by Sathrago on 2023-01-30 22:30:22

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Post by Azherae on 2023-01-31 01:37:18

When I hear the word 'rotation' I immediately have a biased negative reaction, but in this case I don't know how else to think about it. Every instance I can find is actually of something that is fairly uninteractive (with your teammates) that I don't like the idea of.

My feedback is therefore moreso not that I strictly care a lot about if threat management is very difficult , but that I don't like the idea that being a good DPS is something that involves 'rotations'.

If there is a 'rotation' that is achieved between three people that can still fit the definition as I understand it, and that is required to cement threat on the tank, I think I would dislike this too. I feel like I need a better idea of how this works, since I do not generally play games with rotations, so obviously the mechanics of Tanking and Threat relative to it are not a common experience for me.

Can someone give me an example of a 'good DPS rotation' that involves some dynamism and teamwork but is still definitely still the type of rotation where Player A can be better than Player B (and not just equal to Bot C).

Post by Ludullu on 2023-01-31 02:55:18

I want to be "a protector" and not a fucking dps dummy for the boss. So I'm against tanks being able to just hold aggro indefinitely.

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Post by Azherae on 2023-01-31 06:24:37

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I have a negative bias because I am aware of games where 'the optimal order' is generally static.

In the ones I play, it is not. Therefore, adapting one's order to have a result other than max deeps when your Tank is struggling, is an automatic assumption.

In general, I also play games where the choice for DPS is not usually (at average skill) 'Do this for max damage or be bad', it is 'do this for max damage or do this for some other benefit to the team'. And in that case, the choice is made by the situation.

I also seem to play games where the DPS wouldn't easily be able to grab so much hate off a Tank who is doing decently for them to die in the process. So please humor me, I genuinely don't understand if you're talking about the same sort of games at 'high level' where 'incredible DPS' can consistently win out over 'decent tanking' with no adaptation options, or if you're talking about something simplistic like certain eras of WoW, where your concern is totally valid but my bias reaction would at least be consistent.

Post by Sathrago on 2023-01-31 06:35:49

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Post by Azherae on 2023-01-31 06:39:23

@Sathrago - if you don't mind, I'll take the above response as functional answer to me too, and disengage here.

We just have a fundamental disagreement on what good/engaging content is, and I hope that you find a game that suits your wishes. I'm not sure Ashes will be that game given the primary feedback and initial plan, but we can hope.

Post by Sathrago on 2023-01-31 06:44:15

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Post by Ludullu on 2023-01-31 06:45:08

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And what if the tank itself has to move more and react to boss actions rather than just sit on its rotation and keep taunting? What if the tank needs to cast abilities on his mates to protect them when the boss reaggros? Would you find this boring too?

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Post by Ludullu on 2023-01-31 07:04:00

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But why not combine the two? Make the gameplay more interesting by changing things up and making mobs/bosses attack other players as well, while making the whole process more skill-requiring from the tank. If the tank wants to keep the aggro on him, he should not only do a good rotation but also protect his mates, which in turn helps him to sustain aggro.

This would be the threat management that still mostly holds it on the tank, but just requires more from the tank. And, obviously, all the mates can just unload on the boss and do their rotations and react to all the other mechanics as well.

Post by Stalwart on 2023-01-31 07:11:47

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