Upcoming Changes To Stalwart Defender

*Tomekk
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Tomekk »


:lol: I'm not being victimized here nor am I claiming it.

I am questioning the decision behind removing a functionality from an ability, as it wasn't explained very much beyond 'it might be bothersome in PvP'. But hey, if over hostility is your way of ending a debate, so be it.
*Clangeddin
Posts: 109
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Clangeddin »


The only reason why I disabled it from PvP is because I reduced the cooldown, and I thought that in PvP taunting making a player (caster or NON caster) lose partially control of his actions for 1/5 of its time would have been deemed too powerful, and it may have lead to calls for cooldown to be raised back again, which would make the ability in terms of PvE aggro grabbing rather lacklustre, which is right now.
These changes were more about making the taunt more useful for what it was intended (grabbing PvE aggro), while reducing the positive side effects that could have been used for something else and not necessarly by tanks. The spellcasting interruption was the obvious non-intended consequence. It was originally added because I knew of no other way to make ANY (not just casters) creature force to attack you without first clearing its sequence of actions (no matter what they are), but recently I found a warkaround to solve this problem.

About casters, even if it worked, spells wouldn't be interrupted anyway (in the new version), so you could theoretically stil cast a spell while under the effect of this taunt and pretty much ignore it.
If anything, if this was enabled in PvP it would be way more punishing of meleers than casters. Meleers would have no way to bypass this. :blink:

I did it to avoid drama, not to create it. But sometimes I forget this is the internet and drama is compulsory. :tongue:
*zethrenx99
Posts: 116
Joined: Thu Jan 01, 1970 12:00 am

Posted by *zethrenx99 »


I suppose my question is, without taunt working like how taunt is suppose to work and now without a vigorous challenge, How does one who is a tank make players attack them and not their companions in the case of PvP. Even with a corridor, you can attack through a defender, and 1v1 in a indefinite fight a purely tanky defender should eventually lose.
*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


zethrenx99,Aug 17 2016 wrote: I suppose my question is, without taunt working like how taunt is suppose to work and now without a vigorous challenge, How does one who is a tank make players attack them and not their companions in the case of PvP. Even with a corridor, you can attack through a defender, and 1v1 in a indefinite fight a purely tanky defender should eventually lose.
Players pick targets based on ease of disabling vs threat they impose. Make sure your character is in one or the other category and they'll pick you.

But if you really want to become a priority target, become really unpopular to the person in question. :P Really annoying people generally become targets of just about everyone real quick.
*Plaxy100
Posts: 401
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Plaxy100 »


Yep go barehanded get inprove disarm and knockdown youll really maximize the Ps.....
*Strawberry Jam
Posts: 441
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Strawberry Jam »


Tomekk,Aug 17 2016 wrote: I don't see anyone applying reason to how Bigbies shut down everyone without a chance of escape. :P
Well bigby is supposed to be more like hand of "keep away from me" not total shut down. Something that could/should change maybe.



@Clangeddin Does it use taunt vs concentration? Maybe just have it give a 10 or 20 point head start to the defenders check in pvp. Maybe make target immune to it for 2 minutes after you use it on them.
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


Or we could just disable PvP everywhere. That's be nice.
::troll::

Pretty sure I've mentioned before that PvP will never be a major consideration of whether something is or is not added to the module.
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