Dev Discussion #47 - Tanking: Threat Mitigation

Post by Dagnar on 2023-01-29 17:44:00

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Post by Azherae on 2023-02-01 07:09:25

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Hm... just so I'm absolutely sure I understand then.

What you want sounds like this:
1. DPS begins doing damage, prepares to avoid/perform mechanics while doing the maximum damage possible
2. DPS successfully avoids/performs mechanics, which is sufficient, since other than mechanics, the Tank is the one getting hit, and the Tank is there to absorb the non-mechanic effects so the DPS doesn't take that damage too.
3. As long as the Tank is competent, they will take all single target, non-mechanic based damage

What I want sounds like this (by contrast):
1. DPS begins doing damage, prepares to avoid/perform mechanics while doing the maximum damage allowed by the Tank's general threat rating
2. DPS successfully performs mechanics, and also uses different, less damaging options (with other benefits) sometimes, to either assist the Tank in raising their threat rating, or offer defense, or both, when their DPS gets to a point where it surpasses the Tank.
3. As long as the DPS is geared well enough to not die to single target, non-mechanic based damage too quickly, it's fine if they go over sometimes.

I can see how from the perspective of a DPS whose goal is to do max DPS, what I want isn't superior and probably isn't particularly interesting. Because it explicitly involves, as you said, taking a step back on the DPS aspect to help the Tank get their threat up more. Please note that's my experience. It's not 'stop doing things', it's 'use alternate abilities to assist the Tank's threat rating'.

I can still see how this isn't particularly interesting to a 'Pure DPS' player.

My question, therefore, is this.

If the Pure DPS player could simply have no Tank, and the mob or boss simply 'not have any damage that doesn't come from mechanics', is this also fine? Because let's say, for a moment, that a Tank player who doesn't enjoy the pure fantasy of 'being the unkillable badass' just doesn't have any interest in what you want...

Would it be better for all parties involved to just have a Totem that soaks the non-mechanic damage and the Cleric can recharge?

I know Tanks have other tasks, mostly CC to prevent other mechanics entirely, but technically these could just be spread out to other classes, and Tanks would not be NECESSARY. Like, if you could choose to go to an 8-man content as '7-man, single target damage turned OFF', and no Tank... as a DPS, is this fine?

Post by Stalwart on 2023-02-01 08:34:52

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Post by Azherae on 2023-02-01 08:36:36

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Alright, hoped you'd answer it as is, but I guess I don't have enough 'rep' yet (or it's impossible to have).

Thanks anyway, but you can ignore me, disengaging.

Post by Stalwart on 2023-02-01 08:49:17

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Post by Ruerik on 2023-02-01 15:57:14

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