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#17 (permalink) |
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Daeva
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Well as some of you have said, it would be nice to have that target switch to the tank like in EQ2, I loved controlling PVP fights. Nothing is more annoying than watching your healer get shanked by some assassin as the interface tells you "invalid target" while you click taunt...
Everquest 2's way: The Tank Taunts Target 1, Target 1's target is forced to be that tank for X amount of seconds depending on how powerful the taunt is. After X seconds they are free to target what ever again. AoE taunts, obviously would do the same just to all aggressive targets around you. Save the healers! |
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#18 (permalink) |
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Daeva
Join Date: Jan 2008
![]() Race: Elyos
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w00t! yay not a bad idea im so glad, if aion's templar has this i will definitely play templar. I prefer pvp and most of all i enjoy saving those around me from death and giving them the best opportunity to do there best damage. I had to resort to healing my friends but that doesn't work so well when ur own friends refuse to protect the healer cuz they are getting killed by someone else...So ill take everyones damage and keep the those pesky assassin's off my groups healer.
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#19 (permalink) |
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Daeva
Join Date: Apr 2008
Location: Vienna, Austria
![]() Race: Elyos
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Indeed - Yay for Tanks in PvP! The idea to intervene and take damage like in WoW is great, and should be handled this way IMHO.
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Still waiting for a Mac-Port or a Cider Release.... I offer German, English, Japanese, French, and Latin. |
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#20 (permalink) |
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Daeva
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Another interesting idea I just came up with is having bonuses if the tank in a PvP party is still alive. Therefore, the opposing group will either have to target the tank or suffer its penalties.
E.G. Tanks have thorn auras that buff nearby allies Tanks have HP Bonus aura that increases Health of Nearby Allies significantly if still alive Tanks have Toughness Aura that increases the Pdef of nearby Allies and Party Members Things like that would give opposing groups second thoughts about who they target first in PvP. |
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#21 (permalink) |
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Daeva
Join Date: Feb 2008
Location: Sword Shopping
![]() Character: TripleSix, Reitei, Schym
Class: Templar
Race: Asmodians
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Wanna know what i haven't heard mentioned in a while? Tell me if its been removed or something, or not mentioned cuz it hasnt appeared in teh CBT yet, but what about that old thing? Oh what was it... Heroes? or Heroic PvP status? Kyuzo makes a good point with the auras and such, but putting that at low lvl PvP might be a bit odd. So why not give all classes reaching Heroic status these certain PvP bonuses? It would give PvP a little more strategy rather than eliminate the healer and pick off rest.
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#24 (permalink) |
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Daeva
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Just like Feign Death in WoW, where it could cause the attacker to lose the target, in a related way, I could see a taunt skill that would allow someone to target the tank instead of his near-by allies. I like the idea of target changing (or target clearing) skills, just too many of them would be a big pain in the ***.
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#26 (permalink) |
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Human
Join Date: Oct 2007
![]() Race: Elyos
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Taunting in PvP wouldn't be any more unfair than skills like Mind Control or Fear are in WoW.
It's balanced and brings something to the table for a class that normally would suffer hard in PvP. NCSoft NEEDS to implement this. It's a shame other developers have been so short sighted as to not do so. |
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#27 (permalink) | |
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Daeva
Join Date: Apr 2008
![]() Class: Templar
Race: Undecided
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Quote:
The whole idea of taunting is a bit cheap, it isn't a legitimate combat function, and Templar isn't a mage class either, so the idea that their somehow forcing you to attack them, or that you just deal less damage if you choose to attack someone else wile taunted is a bit silly. I much perfer the realistic use of shielding, guarding, and blocking attacks, not just for yourself, but also intercepting attacks toward adjacent allies. It would allow players to actively engage their defense for particular attacks, and support an overall more realistic combat environment. I am pleased to hear that they will at least have damage sharing, I guess if you have the ability to redirect much of the damage toward your team at yourself, it will be a nice tactic, but I was hoping for something a little more tactical and active.
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#28 (permalink) |
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Daeva
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Forcing the enemy to target you after taunting is the only thing that makes sense IMO. It would be pretty much as people have been saying about Intervening You intervene between the Assassin stabbing the heck out of your healer by calling him insulting things.
Sorry but watching an assassin or any other class beat the crap out of my healer bothers me... EQ2 spoiled me with taunts in pvp... |
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#29 (permalink) |
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Daeva
Join Date: Feb 2008
Location: Sword Shopping
![]() Character: TripleSix, Reitei, Schym
Class: Templar
Race: Asmodians
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I think that something like an intervene attack, where you literally rush over and block attacks thrown by an enemy, seems a bit more plausible. I'm not sure whether its an advantage or not, but it would also cause any enemies attacking the Templar to 1) run/fly over to attack since he/she has moved away or 2) change targets. Changing targets may not be good, since your ideally a tank, but it might work if you have 2 attacking you and they both move off, so your only enemy is the one you intervened.
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#30 (permalink) |
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Daeva
Join Date: Apr 2008
Location: Chicago IL
![]() Character: Voramar
Class: Templar
Race: Asmodians
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I really hope they give Templars a reason to be pvping in groups or at all like a taunt/interviene/damage reduction for party or allys. If they dont have a good group utility for pvp templars will be the least played class in the game and that wouldnt be good considering they are the ONLY tanks in the game
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