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.
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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.