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  1. #27
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,837
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    But using attacks that deal +emnity instead of +damage or +whatever still holds no meaning.

    I agree the current bonuses are simply too large, yes.

    But ignoring the raw amount for a minute, moving emnity from being passive onto skills... has no value. Genuinely. What gameplay interaction arises from this? Having to alternate "The emnity combo" and "The damage combo"? That's not new gameplay. This just means you press 1-2-3-4-5-6 instead of 1-2-3-1-2-3, wow such gameplay, many decision, much skill, wow.

    Without actual interaction with the tank's threat-production-per-second value, there is no reason to make it something you actively press buttons for. Period.

    What interactions could those be? There are options:

    * One way WoW had at least a few fights each expansion interact with this, particularly in older ones, was percentage-aggro-resets. Every X seconds, the boss would cast something that removes Y% of the tank's threat. No matter how you slice it, even multiple tanks taking turns will eventually asymptotically approach a final threat value. Being able to produce more total threat was hence an increase to the absolute cap of damage a DPS could do before they needed to reduce their threat value (death works). This is one way, if tankbusters always came with a "concussed" effect that bled a certain % of emnity over a few seconds or so. It'd be a bit lame if every fight had this, granted.
    * Maybe being top threat and having a comfortable distance or being close to top threat and close-enough (offtank) has some mechanical benefit to your kit that is not damage, but also meaningful. Maybe certain mitigation CDs just do not work otherwise, or scale with the lead in threat you have. This has as big downside in that it is the same non-choice as damage-vs-threat-rotation: You will only want to enable as many mitigations as you minimally need to survive, then sink everything else into damage rotations, 0 exceptions. But if balanced well it could provide some interesting interplay between the MT and the OT, as the MT wouldn't want to pull too far ahead either, lest the OT loses access to their mitigation CDs.
    * Maybe tankswaps are frequent (not just TBs that need a temp swap or an invuln, actual swaps), and don't transfer threat. In this case it's still a bit lame as you only run "threat combo" while actively having swapped for a little while, then both tanks just fall back to their damage skills. But hey, some gameplay out of it at least.
    * And, and this is the interesting one, maybe tanks have loads of skills that consume and lower their threat. Hence using threat-gaining skills is a resource builder even on a personal basis, a resource you need enough lead with to later spend them in particular during burst without losing the boss mid-burst.

    (edit: I'm not saying these should actually be implemented, they're examples of how game mechanisms can interact with active threat-producing gameplay)
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    Last edited by Carighan; 01-19-2026 at 05:56 PM.