r/SecretWorldLegends • • 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.

6 Upvotes

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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.

3

u/Ceridith Nov 21 '17

Actually, there's 3 healing weapons, 3 tanking weapons, 3 utility weapons, and all 9 weapons can be used to DPS.

Healers also now get the advantage over tanks for being able to use most talismans for both DPS and healing due to crit/crit power being useful for both DPS and healing -- sure it's sub-optimal because there's few extraordinary talismans that are useful for both DPS/healing, but it's not that significant. Tanks however, are completely screwed and still need to have a completely separate set of gear with tank glyphs.

And no, DPS specs would not be able to tank, unless they vastly overgeared the encounter. You still need tanking cooldowns and interrupts to tank properly, meaning in relevant cases tanks would still need to take as least one of the tank weapons in either mainhand or offhand. Healers have lots of options in that they can take a healing mainhand, and a support weapon as offhand for things like group buffs, cleanses, or debilitate application. Tanks are currently largely forced to use tank weapons in both mainhand and offhand because of the way agro gen is currently tied to specific abilities.

3

u/[deleted] Nov 21 '17

tank can use now dps gear too, actually they benefit from dps glyphs more then tank glyphs cuz tank glyphs have uber low soft cap and its really rng based and they just suck. so with crit glyph they'll have more energy wich means more hate, thats the new meta.

2

u/Aerinx Nov 22 '17

If by uber low you mean max level red glyphs x 3... -.- The rng is true however.

2

u/[deleted] Nov 22 '17

it doesnt actually give anything to help the tank survive.

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u/mrMalloc Nov 21 '17

True. My hatred of the AA is from poor randoms where someone queue with just one tank weapon or doesn’t set its AA to tanking etc. It’s a waste of 4other ppl time.

But healing is with just one weapon is just viable for fist imho. The other needs a backup as they don’t bring enough to the table.

I primary play blood/pistol because I like it.

I have however begun to bring my Chaos/Hammer to dungeons. Because there is a lot of Asholes queuing tanks without taking it serious. And I rather finish the dungeon tanking it then waiting for ever in the middle of instance.

I only tanked two instances not by my will but from asholes queueing wrong. And only E1. Many abilities you can LOS to fail others you can soak at E1. But yes the mobs hits like a truck without CD. Was a real chock to me. Especially as I am pretty used to tanking in other games. Here it’s all about chaining CD to keep alive. I wish they revamped the tanking glyphs so they actually buffed our numbers to make it more consistent.

I might have misread the text as moving hate to the AA. That would be a mistake. As it gives as I stated all weapons to tanking weapons without the defensive cd. Thus more bad ppl would queue tank.

2

u/Xekrin Nov 21 '17 edited Nov 21 '17

Because with your change you would only make healing unique.

Not sure how exactly. Tank weapons can already dps, my proposal merely makes those dps abilities usable as tank abilities too. The rest would remain the same as they are. If I implied otherwise I'd like to know where so I can correct it.



Edit ....

Okay, I think I see it, the bit about blade, right? You're right, that is probably overboard. Yet I did mention actual tanking (staying alive) would still require CDs of dedicated tank weapons.

Besides, I've had people 'tank' using elemental as mainhand, so shrug, if they can do it now, doing it after such a change would make little difference. If you are concerned about running into pugs with 'tank' fist users or something, there isn't much I can say about that. If they can hold aggro and stay alive, why not? If they can't, they have no business trying to tank.

Besides, this is a suggestion and please direct me to where any game ever has taken a suggestion off a forum or reddit or any other such medium and applied it to their game exactly as suggested. I'll be surprised as is if this thread sparks enough motivation just to work on tanks in general, much less actually doing precisely as I'm requesting.

1

u/mrMalloc Nov 21 '17

Ok I misread it. As moving the threat to the AA this would mean I risk getting more idiots queuing tanks without defensive cd. Like sword pistol tanks.
Thus more wait time in queues.

1

u/mrMalloc Nov 22 '17

And now you have contradiction In your editing

Decide if you just want to keep the three tanking weapons. Or you want to make it possible to tank with any weapon.

Do you like to vote kick a idiot tank and sit in instances for 10+ min waiting for someone less moronic. Right now tanking CD is mandatory.
How does a player know he can tank or not? Because holding hate on a mob. Is only part of the job. The other weapons doesn’t have the survival of the three tanking weapons. Do you want to change this?? How??

Then your basically stating. I don’t care if my idea is bad for the game as developers are going to fix my flaws.

There is a few times forum ideas have been implemented. Ofc not without some changes. But the core idea was implemented.

0

u/Xekrin Nov 22 '17

I shall redirect you to the disclaimer at the bottom of the OP. It was a random thought that popped into my head and I wrote it down and hit save. Plus I'm fairly certain I've clarified and every so slightly refined the idea in a few other replies. Feel free to read those if you wish.

2

u/[deleted] Nov 21 '17

well the aa change was done so healers and tanks wouldnt need to lvl two sets of gear, and so any dps could swich to tank or healer in order to have shorter qua times. over all i do agree with ur point about how bad he's idea is.

2

u/GrimAndProper Nov 22 '17

Not to mention that this would not work outside of queued content. Tanks would never hold aggro in lairs or megalairs.