Post by Azherae on 2023-01-06 15:22:06
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I don't like this setup because while 'just not bothering to fix it by adding Threat' would absolutely not be any better in PvP, this is a case where I don't want the Perfect to become the enemy of the Good.
Disregarding the concept of 'this is mostly a PvP game', Tanks work in other PvP non-MMO games because the game MODE in which they are tanking is about 'holding objectives' so at some point you MUST move them or engage them.
I feel like a Tank doing these same things in Ashes will be very successful at their role, particularly if their healer has some methods of self protection that will wear out the opponent just as much the opponent wears themselves out trying to bring down the tank.
Speaking ONLY in the context of MMOs, refusing to use the 'Threat' system is not a problem for TANKS, it is a problem for the massive number of ways it allows players to exploit the behaviour of mobs to make them easier. We are VERY used to having Tanks in these games. We are SO used to them that we often forget why Threat is there and why the role flows this way, to the point where some games just ditched it I think.
They are there so that 4 DPS just 'going full blast on their rotation from moment one' actually are putting themselves in SOME danger.
Threat is there so that your mage UberGlassCannon2026lol does not just drop all their mana rapid-fire on the mob while "SuperMegaWallGuy" just 'makes sure to pull the mobs first'. Add as many bot-clones of UberGlassCannon2026lol as are required.
Sure, we could make a DIFFERENT way that the mobs 'react to having meteors dropped on them', but Threat Meters force players to 'exploit' things in a way that the Devs can predict, track with numbers, and tweak much more easily.
And this is why I believe in Threat Meters in MMOs while absolutely supporting the idea that Tanks should be designed as 'strong at holding objectives and positional protection'.