Aggro/Threat mechanics don't work in PvX
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Also, the combat wouldn't slow down for the party. If anything, when one member is taunted - the other 7 gotta pick up the pace, because that one member might be dying any moment now. And if it's the healer that's taunted, oooohh - you're in trouble!
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HP pools are also singular in their nature, but there's a ton of ways of interacting with them (even if the main goal is to just bring it down). Same could be applied to hate lists.
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In my experience of playing a tank with a pvp taunt, it was used in 3 scenarios. I was either saving my healer from a rogue that wanted to kill him (which then led to assist hits on that rogue to remove him) or I was aggroing the enemy dps to stop them from dpsing, which usually let my own rogues close in on that mage and remove him. The third scenario was just taunting the enemy healer to prevent them from using single target strong heals, but healers are always a target to die so if I was on the healer - he'd be seconds away from dying or at least from my party assist hitting him.
That was in a tab target game that moved your target to the tank every so often, if the aggro debuff was on you. We don't know how Intrepid will design their own taunts, so my experience might not apply here, but my main point was that the combat would not slow down, because the fight would now be 7v8, which requires those 7 players to output more. The same applies when a player dies and needs to be resurrected.
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