I hope they can make counter work more like the D&D sentinel feat, where counters are just "punishing attacks that happen in close range." Since tanks are all in melee range of the boss most of the time, that shouldn't be a problem.
I hope the split works something like this:
In the subrole abilities:
1. "MT"s > Strong 1-person mit (can be used on anyone), weak enemy debuff/party mit
"OT"s > Strong enemy debuff/party mit, weak 1-person mit (can be used on anyone)
2. The enemy debuffs/"party mits" do not stack together, and the 1-person mits do not stack together.
A 1-person mit and a debuff/party mit can stack together. ("MTs" and "OTs" are equally defensive on their own.)
3. The "MT"s + "OT"s role skills give the greatest protection when used together, making the roles complimentary.
4. The strength of party mit, invlulns and tank swaps in general means OT/OT will be stronger than MT/MT, maybe even as strong as MT/OT. This is actually fine because if we assume an equal number of players on every class, there are more OTs than MTs, so some OTs will have to partner together. This may be a problem when there's six tanks, but that's a long ways away.
However, MTs may struggle if their kit is selfish: if their strong mits can't be shared, and they can't lose aggro, they become sub-optimal in more situations.
Roles can be done without giving either class a penalty or advantage for playing in an aggro position, which I think would be optimal. But they have to decide to do it that way. I'm looking forward to hearing more in July.


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