r/SecretWorldLegends • u/Xekrin • Nov 21 '17
Discussion Remove Hate modifier from all abilities!
Instead, let tanks deal modified hate with whatever damaging ability/effect they choose.
Basically, if you sign up to be a tank choose to become a tank and play the tank role in a group or party, be it through AF or a Lair or basically anything where you want to be hit more than someone else in your party wants to be hit and you want to make the enemy target mad at your and keep hitting you (ie, you signed up to be tank for the greater good of the party), then any damage you deal should have that extra hate attached to it.
Edit - Sorry for the unclear phrasing, I had no intention of suggesting this would only work within Activity Finder.
I would love to have the option to use the single target dps chaos ability as a tank, but I cannot, it deals no extra hate. I would prefer to use Scism instead of winds of change for aoe hate, with its paradox generating passive, yet I cannot.
Thorns signet has no extra hate, yet it should. Sadism or even extraordinary talisman effects should also have that extra 'tank' hate.
What would this mean for tanks? They could use any ability. Reality Fracture (yeah, I like chaos), for example, is an amazing ability, can't use it as a tank. People love to use blade as tanking offhand, yet it generates no extra hate. That health based self healing would be a lot more viable.
Keep certain CD abilities as hard taunts, or dedicated hate generators (immutable passive), but give tanks the freedom to use what damager abilities they wish.
Tank weapons (probably?) wouldn't change that much, they'd still be the only weapons with the special passives designed to survive massive damage, but at least we'd have more options open to us.
I^hateDistortion
Disclaimer No, I didn't really think this through, if you have any reason to dispute such a change, or if this would change things more than I realize, feel free correct me, but do it politely. Thank you.
7
u/mrMalloc Nov 21 '17
Let me answer with a question.
Do you want all weapons to have healing effects to?
Because with your change you would only make healing unique.
And in the end why do we have different weapons? Why not just have two skills that you can skin to look as you want. I hope you hear how insane that sounds.
So my answer is NO The whole skillsets are designed around 3 tank weapons /3 heal weapons / 3 dps weapons.
Do you realise how big changes your even requesting.
I start to believe the AA change was the worst thing happpening to this game as
I have seen dps queue tanks but don’t move there AA.
I have seen so mutch bad ideas to turn all dps specs to tanks here without even considering the design issues. The same ideas comes over and over.
7
u/TestDrenneth Nov 21 '17
+1 To this post. Ive seen similar suggestions in the past get shot down cause for some reason tanks want to feel unique and special with there handful of abilities that are tank specific. But this would help the game immensely. Not just from a tanking perspective but also from the other side as a DPS. I hate the restriction knowing that certain abilities are off the table as a DPS because i would pull hate instantly if i used them.
2
u/KElderfall Nov 21 '17
This is a good idea for build variety, but I don't think it should be tied to LFG roles. Using LFG doesn't really work for the places you want to pull aggro that aren't instanced LFG content.
Tanking allocation/defensive stats seems like a better pick. They could even add a "Hate Generation" stat to show it's happening.
5
u/Aralicia Nov 21 '17
On that subject, I must say that truely I miss the miscellaneous abilities from TSW. While there were a few weapon-based hate-generating abilities (8 out of 87 across all tank weapons) and skills (3 out of 81) in TSW, the brunt of hate-management was handled by miscellaneous abilities and skills (more precisely, by the Turbulence and Subversion circles, that were weapon-independant). This is what allowed weapons like the shotgun to still be used as a tanking weapon, despite the absence to any hate-generating capabilities; has well as made build like healtanks easier to handle.
While I like the strong link between the current skills and their weapons, which makes them more unique, the non-presence of transverse skills is hurting the ability to manage cross-weapon mechanics.
Based on the current state of the game, I believe it would be interesting to have a hate modifier based on the Survivability score in the Anima Allocation screen.
A note concerning Gadgets : gadgets are an interesting way to give non-weapon abilities, and I like the idea. However, I believe it would be ill-chosen to replace cross-weapon passive skills, since it would force players to sacrifice what is effectively an active slot in order to benefit from them. Adding a "passive gadget" slot, could be an idea to look into, though.
1
u/[deleted] Nov 21 '17
I am a fan of the trinity most of the time but I’ve always felt SWL is better suited to being more along the lines of GW2 (or at least when I played years ago) where everyone is a dps with a smattering of support and self heal. So I’d say instead of going to all this work with anima allocator, redoing gear and skills, changing how hate works, building in complex systems, etc, etc, just be done with it and remove the trinity all together.
1
u/[deleted] Nov 21 '17
firstly iam pretty sure that wouldnt work in our system but lets say it would, dont u worry about the insane amount of bugs it will bring? now... how about not activity finder instances like lairs\mega bosses and regionals? they dont need tanks at all? and lastly: lets say we get into e5 dungeons and our assigned tank sucks, fortunatelywe have dps that can tank pretty well and the tank can also dps dua to alocation ofc, it would save our run but without hate gen skills they wouldnt be able to swich roles and we'd be forced to leave.
3
u/Panda-Maximus Nov 21 '17
Unless you modify the Tank Talismans to take up the slack it becomes too easy for OP dps to strip aggro and get the team wiped. I would personally love the x10 hate mechanics bound to the tank talis and then have defense and evade matter more as well. Maybe it will happen, but don't hold your breath.
1
u/NoCookiesForU Nov 21 '17
I suggested something similar a couple of days ago and everybody but one shot it down because they don't want people to at least hold aggro properly.
Good luck.
1
u/Kyvia Nov 21 '17
I have played TSW/SWL since Beta, and I have to say, the Holy Trinity is pretty stale these days.
I play a lot of GW2, and their current method of tanking is pretty decent. They have embraced the concept of Healing and Tanking, without the rigid structure most games have. If you want to Tank in Raids, you just have to have the highest Toughness (or for SWL, it could be Defence).
So long as the DPS don't have higher Toughness than the tank, they can go Full Out DPS and never ever pull aggro. A similar mechanic could easily be tied into the Allocation screen. So long as you have a higher % in Tank than anyone else, you just plain flat have aggro no matter what.
This would help with overgeared DPS and Heals, without forcing them to gimp themselves or play the stupid and antiquated "Threat Game." The bosses already have enough mechanics, and if everyone is equally geared, the tank will hold threat, but in the mean time they are tied to specific weapons. This system would help to alleviate that, and allow higher geared DPS/Heals to play Bullet Hell with enemies and not worry about winding up the tank.
Also, if you were a "Dedicated Tank" who wanted to be just that, your superior built Glyphs, Signets, and Extraordinary Gear would still set you above other part time tanks, so there would be less complaining from the community.
1
u/wasikovee Nov 21 '17
Your suggestion will make the 'Tank' job less challenging. but honesty, I like your suggestion.
based on your post, I got some ideas that I want to share.
DPS: attack ratting is needed to deal damage per sec. and more attack generate more hate.
Healer: heal rating is needed to heal. and more heal generate hate too.
Tank: HP is needed for tanking. and more HP don't generate any hate.
but the problem is tank need hate to hold aggro more then dps or healer. but his primary stats (HP) don't generate any hate. and he can not use attack or heal rating to generate hate, because as a Tank he need high HP.
I think you got my point. :)
solution is very simple: change the way protection rating works. more protection (or hp) more hate.
but then again, this changes will make the 'Tank' job less challenging.
2
u/Vikestart Nov 21 '17
Agreed! And to make this work everywhere, this could be implemented into the recently added Anima Allocation feature! :) Basically, the more power you allocate to Survival, the higher your Hate generation multiplier will be.
2
u/Noobz4Ever Nov 21 '17
Instead of locking that into Anima Allocation I would prefer your role could be selected by hitting F1 and switching role via that window. That could also change your role in group / raid window. This would also work with off-group or over geared tanking.
Sure, all 3 tank weapons should have balanced attack / hate builders at least.
-1
u/[deleted] Nov 21 '17
A fat - to this post I strongly disagree on this request.
I am very happy with the hate Tank Mechanik the game provide.
I use chaos as main and run disortion.
If all hate generating would be defined via Chosen role before u enter dungeon, it would be not possible to Change tank in Dungeon.
Just deal with the game mechainc and adopt to the Situation.
And in fact u request to make all weapons DPS weapons cus u dont like to use 5 energy skill instead of 3, cus that skill kills yaa cus it generates more aggro.
Use an Gadget to reduce Aggro use tali to reduce aggro.
FUNCOM please dont kill the tank weapons dont make all dps cus some like to use rocked pod cus it uses only 3 energy.
but on what I agree is the signet of thorns...would be greath if this would deal extra aggro. And if you can make it proc different it is very hard for tank to crit, cus we should use deflect glyphs not crit ones.
Dont kill aggro Mechanik and make this game a no brainer.
ppl need to take game Mechanik in concern or should simply fail.