Wednesday, September 21, 2005

 

The ineffectiveness of Taunt

"Go away or I shall taunt you a second time!"

A quip from a Monty Python movie.

Ok with Issue 5, the changes to taunt makes me want to drop that power all together. Case in Point, I was on a mission earlier when some Circle of Thorn ghosts running around fly by. I taunted one of them. He didn't even stop and flinch. Another example of this is on a mission to where I have to protect an item. I taunted the enemies around the item in danger. They fire at me once and turn their attention to the item. Even after numerous taunts and punch-vokes, the item is destroyed.

I can see that the developers want to stop herding and power leveling. This is very aggravating. I made a tank to take aggro and keep it. Keep my team safe and such. I do not power level. I do not herd. This change hurt my toon more than those power levelers. I have no way on managing aggro no matter how much I punch-voke or Taunt. I lose it pretty easy. If this is the wishes of the developers, please reclass this toon from Tank to Distractor or even Crappy Scrapper. This is no front line defense. This is basically a reduction in effectivness. It might be more preferable to have 50% controllers on your team now since the tank cannot hold aggro. I remember from Issue 1, a tank is a defensive powerhouse. He can manage aggro and keep his teammates safe from harm.

"But Awesom e Man, how do you propose to fix the current problems of COH?"

Thanks for asking, Here are my solutions that should restore Tank function and discourage powerleveling and herding.

Bring back Taunt. Keep the defense as it is, since it will come into play for the next part of my solution. Taunt should grab aggro and hold it. Then apply a power to enemy minions. For every single one of their peers in melee range, add +3 defense and general resistance. So in a small group aggro, they will be a little tougher, but managable. Herd and it's impossible to kill them as they will kill the tank first with the reduced defense. Team wipe will follow shortly. The defenders might try to heal the tank, so for each minion add +1 damage for everyone of their peers in melee range. The more herding, the more damage to a very crappy defense. This should discourage herding with the big amounts of debt.

This also presents a drawback. Ninjas and KoA, in some missions they will ambush you, especially when dealing with Chimera. My Scrapper has faced many ninja's over the distance of 30 feet. To rectify this problem, I present Team Dynamics. Since you are not herding, your teammates should be able to work together to kill them off in a very quick manner.

Feel free to comment.

-A disgruntled tank.

"Have you ever heard of a Gruntled tank? Me neither."

Comments:
Good Idea Awes. have you presented it to Statesman?
 
Not yet. But I very much plan to.
 
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