Yeah, definitely. Tanks are highly homogenized, you can even use equivalent hotbar layouts between all of them. And while that helps swapping between them, it doesn't help with giving each of them a unique identity.
If I had full tabula rasa choices, I'd change these things:
Paladin: Strongest hypothetical defense, but reliant on actively supporting others, which in turn costs damage. Weakest defense when not supporting others. Would require changes such as being able to spend the instant cast on Clemency, higher base CDs on defensive skills but reducing CDs with Clemensy and Interception used, I'd also merge Intercept and Interception to be a single skill I can also use on allies. Cover continuously reduces the damage the Paladin takes (from all sources) with each hit of damage transferred. Etc etc.
Warrior: Most self-healing removed - except Shake It Off, I suppose. Instead, current healing skills stack shields (up to a certain percentage of max-HP) for the same amount or marginally more. Fits the fantasy of ignoring incoming damage due to being lost in the bloodlest better if the damage is avoided in the first place. Some extra skills gain shield they give while Bloodwhetting is maybe marginally reduced in turn, but eh, not sure about sensible numbers for that.
Dark Knights: Retooled to be more about siphoning/draining/debuffing. Lots of the current instant damage skills removed. Instead, multiple skills apply short~medium DoTs. Many abilities + one of the short DoTs drains health to the Dark Knight, who hence gains a niche akine to the current Warrior niche: Constant and high self-healing. Coupled with a retooling of a significant portion of their damage output to be based on multiple stackable DoTs of various application and duration types. A bit more like a Shadow Knight from EQ1, basically. Whether to keep TBN or replace it with a high-mana-cost short-duration really strong health drain DoT, not sure.
Gunbreaker: The "ranged" tank. Uses a mix of the other tank tools, in fact kept quite close to how they are now. But, Lightning Shot is removed and all other skills get a 25y range, using a different animation if used from range.
So it'd be Support Tank, Damage Ignore Tank, Life-Draining Tank and Ranged Tank.


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