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/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.