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something balance suggestions about aggro skills for tanks of 4 faction


bearpharma

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until now,we have 5 classes with have basic aggro skills:bd,warden,dk, barb and paladin.Among these classes,only warden has additional effects on their basic aggro skill,which means 5/5 aggro on warden is way more good then other 4 classes.Other 4 classes 5/5 aggro just for a longer aggro duration and more aggro amount for pve content.

There are two solutions for the situation.

Solution A:all tanks basic aggro skills fixed on 1/1 but shares the same duration and aggro amount compared to 5/5 stats now.Addtionally, add a new basic skills for these tanks except warden.Which means divide wardens aggro to two parts:pure aggro and addtional effects,and the addtional effects serve as a new basic skills.For the sake of balance,other tanks also add a basic skill which fits their playstyle.

Solution B:just like warden, add a new effect for each tanks aggro skill.

In my opinion,solution A is better bcs tanks can hardly fits the endgame content.tanks need 5/5 aggro for dg,but they dont need 5/5aggro in gvg and pvp.  A hybird skill bulid has 3/5 aggro,but need aggro potion in dg.fixed 1/1 aggro can help tanks to fit the gameplay. as well as the diversity in tank builds.

Hoping  for adopt my advice.thx all

 

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It's a nice idea, but it'd only really fit pure tank classes imo. Palas have high support from heal/aoe stun, barbs have good stuns and dmg, and bds nowadays mostly build for damage. For dk and warden it makes sense since they're the most "pure tank classes".

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the other problem of the endgame content is that the meta now is to have as much damage as possible and with the help of lifesteal remove the needs of either tanks/healers making hard for both of them to enter in dungeons, not taking in account the absolute insane damage jump there is the underwater sections of the 5th section

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On 4/16/2022 at 3:38 PM, lore said:

the other problem of the endgame content is that the meta now is to have as much damage as possible and with the help of lifesteal remove the needs of either tanks/healers making hard for both of them to enter in dungeons, not taking in account the absolute insane damage jump there is the underwater sections of the 5th section

yes,an mmorpg is supposed to gather a comparatively complete team for endgame pve content,but lifesteal makes dmg class to go solo,not to mention many op minions.as a dk im only needed in mm dg and myth sea

On 4/13/2022 at 2:10 PM, vavavi said:

It's a nice idea, but it'd only really fit pure tank classes imo. Palas have high support from heal/aoe stun, barbs have good stuns and dmg, and bds nowadays mostly build for damage. For dk and warden it makes sense since they're the most "pure tank classes".

its right, i hope tanks to have more diversity,as u said pure tank dk and warden,they need max aggro to participate in dg at the cost of other useful basic skill especially in pvp.I hope fixed aggro can help them to engage in some other senarios better,not to just be a tank

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