I agree with this.
No one can explain a simple fix to enimity that I've seen. If we need complex math to show how it works then it's not simple.
This was my original thought concept. After thought about it I choose a weaker version because it would create an opportunity for more player skill. I think protecting players behind them as in (You have to get past me first if you want to get to them) would work well. A problem is this type of tanking doesn't limit tanking to only enmity. It would be simple and very effective, maybe too effective if everyone behind the tank is automatically covered by the ability.
The reason I changed it slightly was because people think it's an easy button approach. It would allow the tank to protect well without maintaining enmity at all. All they would need to do is use cover and have everyone stand behind them. With this cover anyone who has hate that's behind the tank would be free to generate as much hate as they wanted and the tank would always be the one taking the hits most of the time for them.
In the case of multiple tanks using cover the enemy would need to make checks to get past each tank before running for or attacking a target that has hate behind the tank.



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