Threat management is not fun. For anyone.(Derailed, Discuss MMOs instead)
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Those people are probably the sort of people who think WoW is what 'killed MMOs'.
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To each their own, I guess?
But I feel like the fact that you're surprised is technically the point to note, as you did. If a lot of people who like it happen to be here, then it's likely that those people find it fun. Are those people the majority of MMO gamers? Probably not.
Ashes is full of things like that, so you'll find subgroups who want all sorts of 'weird' and 'oldschool' things that the sort of person who finds WoW to be
more fun
doesn't necessarily appreciate. Good luck to Intrepid in managing that.
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What if the tank could instead prevent their partymates from taking damage by standing between the boss and the target? That would still be tanking, that would still serve the same goal of absorbing the dmg that could kill others, that would still support a tanky build on your character - but it wouldn't just rely on threat mechanics.
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I mean, a ton of top lvl content will already be happening in dungeons, so there's your enclosed limited spaces.
And giving tank a buff or a synergistic mechanic that works off of the number of "protects" you did. So the tank would not only simply tank in the party, but would also support the dps or healing or whatever. And it could be skill-based, if Intrepid add enough varying protective abilities and proper mob/boss mechanics to utilize them.
I just think that tank can be made more interesting, even outside of the basic boss mechanics of "dodge this red color on the floor or use this ultra defensive ability at this particular time".
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Environmental hazards within the maximum range of rangers and mages + directional boss aoes = people needing a protection from that dmg. Currently most games would just give you a small spot to stand on where the hazards won't appear or where the boss won't hit. But what if on top of that the tank could also just provide a protection for the person standing "in the red".
Obviously this would have to be properly balanced with CDs and protective strengths, so that tanks wouldn't just permaprotect some dps who'd constantly put out 100% of their power, but still.
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What I'm suggesting would be those exact "oh shit" buttons. They'd just be used more often than once or twice a farm.
And tank/healer will already have aspects of a healer. And tank/bard will have aspects of a bard. This is why I'm saying that Intrepid could try smth new with the archetype. When the lines are blurred - it's the perfect time to push those lines further.
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