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  1. #1
    Player
    BabyYoda's Avatar
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    Aug 2024
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    486
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80

    Dynamic Defense Profiles: A Different Approach to Tank Design

    I think splitting tanks into fixed Main Tank and Off Tank roles is not the best direction for tank design.

    The issue with MT/OT labels is that they can make some tanks feel like “real tanks” while others feel like support tanks. I think every tank should remain fully capable of tanking. The difference should not be:

    “This tank holds the boss and this tank assists.”

    The difference should be:

    “Each tank responds to danger in a different way.”

    My suggestion is a system I would call:

    Dynamic Defense Profiles

    Instead of defining tanks as MT or OT, important enemy attacks could have clear damage profiles, and each tank could have a unique way to respond to those profiles.

    This would apply not only to bosses, but also to dungeon enemies, elite enemies, trash mobs, raid mechanics, and any major incoming threat.

    Damage Profiles

    Important attacks could be categorized into three main profiles:

    1. Heavy

    A single strong hit.

    Examples:

    Heavy tankbuster
    Big cleave
    Slow but powerful enemy strike

    2. Multi-hit

    A sequence of repeated hits.

    Examples:

    Multi-hit tankbuster
    Rapid strikes
    Repeated auto attacks
    Many small hits from enemy packs

    3. Magic

    Magical or energy-based damage.

    Examples:

    Magic tankbuster
    Spell damage
    DoT
    AoE magic
    Aether / void / elemental attacks

    How Players Read the Attack

    The attack type should be readable before it hits.

    This could be shown through:

    Attack name
    Cast bar color
    Small icon beside the cast bar
    Animation
    Visual effects
    Sound design

    For example:

    Heavy: Red cast bar, hammer icon, or heavy wind-up animation.
    Multi-hit: Yellow/orange cast bar, multiple-strike icon, or rapid stance animation.
    Magic: Blue/purple cast bar, rune/crystal icon, or magical channeling animation.

    The goal is:

    Unpredictable, but readable.

    The fight should not feel random and unfair, but it should also not be completely scripted and boring.

    Not Fixed Three-Phase Bosses

    I am not suggesting that every boss should have fixed phases like:

    Heavy phase
    Multi-hit phase
    Magic phase

    That could become too predictable.

    Instead, bosses and enemies could have different dangerous attacks with clear profiles. The order can vary, but the attack should always be readable.

    Also, encounters should not become “Heavy fights,” “Magic fights,” or “Multi-hit fights.”

    Each encounter should include a balanced mix of threat profiles, so no single tank becomes mandatory for the entire fight.

    The goal is not:

    “This fight requires this tank.”

    The goal is:

    “This fight gives different tanks different moments to respond well.”

    Three Core Defensive Abilities for Tanks

    Each tank could have three main defensive abilities:

    1. Identity Defense
    2. Profile Defense
    3. Emergency Defense

    These are not meant to be complicated “layers” stacked on top of each other. They are simply three different types of defensive buttons, each with a different purpose.

    1. Identity Defense

    This is the tank’s core defensive fantasy.

    It is used against general pressure, auto attacks, dungeon pulls, and normal incoming damage.

    This defensive ability does not need to give a damage reward. Its purpose is to make each tank feel different in basic defensive gameplay.

    Warrior — Blood Endurance

    Warrior survives by enduring pain.

    When activated:

    Warrior gains increased max HP.
    Warrior gains increased healing received.
    Warrior takes part of the damage immediately.
    The rest becomes delayed damage over several ticks.

    Example:

    If Warrior takes 10,000 damage:

    60% is taken immediately = 6,000.
    The remaining 40% becomes delayed damage = 4,000.
    That delayed damage is applied over 4 equal ticks.
    Each tick deals 1,000 damage.

    The damage is not erased. It is spread out.

    Fantasy:

    Warrior takes the hit with its body, spreads the pain over time, and survives through endurance and healing.

    Gunbreaker — Recoil Chamber

    Gunbreaker survives by turning impact into recoil pressure.

    When activated:

    Gunbreaker opens a recoil window for 6 seconds.
    Incoming damage during that window is stored as Recoil Load instead of being taken immediately.
    After the window ends, the Recoil Load returns as delayed damage over 12 seconds.
    Gunbreaker can reduce Recoil Load by using Recoil-style or Continuation attacks.
    Each successful Recoil / Continuation hit reduces 20% of the original Recoil Load.

    Example:

    If Gunbreaker stores 10,000 Recoil Load:

    After 1 Continuation: 8,000 remains.
    After 2 Continuations: 6,000 remains.
    After 3 Continuations: 4,000 remains.
    After 4 Continuations: 2,000 remains.
    After 5 Continuations: fully vented.

    Fantasy:

    Gunbreaker absorbs impact into the gunblade, stores it as recoil pressure, then vents that pressure through offensive technique.

    This should have a cap, so it does not become free invulnerability.

    Dark Knight — Shadow Twin

    Dark Knight survives through a defensive shadow.

    When activated:

    Dark Knight summons a Shadow Twin for a short duration, such as 6 seconds.
    Dark Knight takes 60% of incoming damage.
    Shadow Twin takes 40% of incoming damage.
    If Dark Knight would receive lethal damage during the effect, the Shadow Twin sacrifices itself once to prevent that fatal drop.
    After the sacrifice, the Shadow Twin disappears.

    This is not a full invulnerability. It is a one-time safety effect during the Shadow Twin window.

    Fantasy:

    Dark Knight’s shadow stands beside him, takes part of the pain, and can sacrifice itself when Dark Knight is about to fall.

    Paladin — Sacred Bulwark

    Paladin survives through shield, oath, and holy protection.

    When activated:

    Paladin takes 60% of incoming damage.
    The remaining 40% becomes Sacred Barrier.
    Sacred Barrier is a temporary shield that protects Paladin from future damage.
    Sacred Barrier should last long enough to matter, for example 12 seconds.
    While Sacred Barrier is active, blocked hits could consume less of the barrier.
    The barrier should have a cap.

    Fantasy:

    Paladin raises the shield, stands firm, and converts part of the incoming damage into sacred protection.

    This makes Paladin feel like a true shield tank without turning it into a healer-style shield job.

    2. Profile Defense

    This is the tank’s specialized defensive button for a specific damage profile.

    This is where the system creates more reactive tank gameplay.

    Examples:

    Paladin: Preferred profile is Heavy. Possible reward: Holy / Judgment Counter.
    Warrior: Preferred profile is Multi-hit. Possible reward: Rage Detonation.
    Dark Knight: Preferred profile is Magic. Possible reward: Abyssal Reversal.
    Gunbreaker: Preferred profile is Heavy. Possible reward: Loaded Cartridge / Cartridge Combo.

    This means every tank can still survive every type of attack, but if the tank reacts correctly to its preferred profile, it gets a job-specific damage reward.

    Important rule:

    The specialization should be a bonus, not a punishment.

    A Paladin should still survive Magic.
    A Dark Knight should still survive Heavy.
    A Warrior should still survive Magic.
    A Gunbreaker should still survive Multi-hit.

    The correct profile reaction should feel rewarding, but the “wrong” tank should not become useless.

    3. Emergency Defense

    The third defensive button should be a universal emergency tool.

    This defense works against all profiles:

    Heavy
    Multi-hit
    Magic

    But it should have a very long cooldown.

    This is not a normal optimization tool.
    It should not give damage rewards.
    It should not interact with profile bonuses.

    It exists for dangerous situations, such as:

    A healer dies.
    The tank misses the correct timing.
    A dangerous overlap happens.
    A dungeon pull gets out of control.
    The party needs a last-resort survival button.

    This should be strong, but limited. It should be used once or twice in a fight at most, not every mechanic.

    Specialized Party Mitigation

    This idea could also apply to party mitigation, but carefully.

    Tank party mitigation should not replace healers.

    Healers, especially shield healers, should remain the best at:

    Strong party shielding
    Healing
    Recovery
    Raidwide sustain

    Tank party mitigation should still reduce damage normally, but when used against the tank’s preferred profile, it could give a small damage-based or job-flavored offensive bonus.

    For example:

    Paladin could respond well to Heavy raidwide damage and trigger a small holy retaliation.
    Gunbreaker could respond to Heavy raidwide damage by generating a cartridge.
    Warrior could respond to Multi-hit raidwide damage by building rage.
    Dark Knight could respond to Magic raidwide damage by absorbing magical force into dark power.

    The important rule:

    Tank party mitigation should stay defensive, but its special profile bonus should not become stronger healing or shielding than healer tools.

    The bonus should mostly be damage-oriented or identity-flavored, not healer replacement.

    Swap and Intercept

    There could be two ways for tanks to respond to dangerous attacks.

    1. Swap

    The tank best suited for the incoming profile takes aggro and receives the hit directly.

    Example:

    A Magic attack is coming.
    Dark Knight provokes, takes the hit, uses the correct defensive tool, and gets the full profile reward.

    2. Intercept

    The tank best suited for the incoming profile can intervene without fully taking aggro.

    Example:

    A Magic attack is targeting Paladin.
    Dark Knight uses an intercept-style tool to absorb part of the magic damage or protect the current tank.

    This could give a smaller or safer reward.

    I think both should exist:

    Clean swap = full reward.
    Intercept = partial reward or safer option.

    This keeps both tanks active without forcing every mechanic to be a strict aggro swap.

    Why This Is Better Than Fixed MT/OT

    Fixed MT/OT asks:

    Who is the Main Tank, and who is the Off Tank?

    Dynamic Defense Profiles asks:

    What type of danger is coming, and which tank can respond to it best?

    That is a more interesting question.

    It keeps both tanks active.
    It gives every tank a real defensive identity.
    It avoids making one tank feel like the “real tank” and the other feel like a support tank.

    How to Avoid Balance Problems

    This system should be designed as a reward system, not a punishment system.

    To avoid balance problems:

    1. Every tank must remain viable against every profile

    No tank should become useless outside its specialty.

    2. Profile rewards should be meaningful, but not mandatory

    The reward should feel good, but it should not be so strong that a specific tank becomes required.

    3. Encounters should include a balanced mix of profiles

    There should not be “Heavy-only fights,” “Magic-only fights,” or “Multi-hit-only fights.”

    Each encounter should create different moments for different tanks.

    4. Party mitigation bonuses should not replace healers

    Tank bonuses should not become stronger healer shields or healing.

    5. Rewards should be capped and controlled

    Especially for repeated-hit mechanics, recoil systems, rage systems, and shadow absorption.

    6. Same-profile tank pairs should still work

    Paladin + Gunbreaker should still be playable.
    Warrior + another Multi-hit tank should still be playable.

    Same-profile tanks would have overlapping strengths, while different-profile tanks would have broader coverage.

    The system should create flavor and optimization, not hard restrictions.

    What This System Does and Does Not Solve

    This system would not solve all tank homogenization.

    It mainly addresses:

    Defensive homogenization
    Tank interaction
    Reaction-based mitigation
    Job-specific defensive rewards
    The unhealthy dynamic created by fixed MT/OT labels

    It does not fully solve:

    Offensive rotation homogenization
    Resource system similarity
    Similar burst windows
    Jobs feeling too similar outside mitigation
    Job fantasy problems

    For example, Paladin and Gunbreaker may improve with future job changes if their offensive and defensive loops become more tied to their identity.

    However, I still think Warrior and Dark Knight need deeper identity separation in other areas too. Dark Knight especially may need its own focused redesign, because many players feel its current direction no longer fully matches the job’s identity.

    So Dynamic Defense Profiles should not be treated as a complete fix for every tank design problem.

    It is a focused solution for defensive identity and tank interaction.

    Final Summary

    I think a better alternative to fixed MT/OT roles would be Dynamic Defense Profiles.

    Every tank remains a full tank.

    But instead of separating tanks into Main Tank and Off Tank, tanks would have different defensive identities based on the type of incoming threat.

    Important attacks from bosses and enemies would have clear profiles:

    Heavy
    Multi-hit
    Magic

    Each tank would have three core defensive abilities:

    1. Identity Defense
    A core defensive button that represents the job fantasy.

    2. Profile Defense
    A specialized defensive button for Heavy, Multi-hit, or Magic attacks, with job-specific damage rewards.

    3. Emergency Defense
    A universal long-cooldown survival button for dangerous situations.

    This would make tanking more reactive, more skill-based, and more identity-driven, without making any tank useless outside its specialty.

    The core idea is:

    Do not define tanks by Main Tank and Off Tank labels.
    Define them by how they respond to different types of danger.
    (2)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,741
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    No.

    Sorry to be so brief about it. This is a convoluted pseudo-solution to an unknown and unconfirmed problem that has a simple solution even if it ends up being a problem (just rename the sub-roles).

    You also have absolutely zero indication that would promote thinking that it'll become a problem, while you do have indication (healer sub-roles, melee vs caster) that it won't become one.

    And, more importantly, what you're describing is more or less what WoW tried in early-ish TBC until right before WotLK release, and it was abandoned for a reason. It was really cool flavor-wise (IMO that era had the best class/spec implementations WoW ever managed including actual tank warlock fights and all), but it didn't work well for balancing the game or designing fights. Just consider, from your three examples given, that whoever is "anti-magic tank" would naturally be the superior tank in ~all existing content, as current fights are quite strongly favoring mass-magic damage, plenty of them even on autoattacks. And that's just one example of why such a setup would not be workable, and incidentally one of the issues WoW also ran into, that it forces re-implementing ~all existing encounters.

    Also note that your 6 individual requirements work just as well for just MT/OT splits as indicated during fanfest.
    (we know very little about it, but from what we know, that'd fit those 6 requirements so I guess this means you're inherently seeing that as a possible implementation of your solution, yes?)
    (3)

  3. #3
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    486
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Carighan View Post
    No.

    Sorry to be so brief about it. This is a convoluted pseudo-solution to an unknown and unconfirmed problem that has a simple solution even if it ends up being a problem (just rename the sub-roles).

    You also have absolutely zero indication that would promote thinking that it'll become a problem, while you do have indication (healer sub-roles, melee vs caster) that it won't become one.

    And, more importantly, what you're describing is more or less what WoW tried in early-ish TBC until right before WotLK release, and it was abandoned for a reason. It was really cool flavor-wise (IMO that era had the best class/spec implementations WoW ever managed including actual tank warlock fights and all), but it didn't work well for balancing the game or designing fights. Just consider, from your three examples given, that whoever is "anti-magic tank" would naturally be the superior tank in ~all existing content, as current fights are quite strongly favoring mass-magic damage, plenty of them even on autoattacks. And that's just one example of why such a setup would not be workable, and incidentally one of the issues WoW also ran into, that it forces re-implementing ~all existing encounters.

    Also note that your 6 individual requirements work just as well for just MT/OT splits as indicated during fanfest.
    (we know very little about it, but from what we know, that'd fit those 6 requirements so I guess this means you're inherently seeing that as a possible implementation of your solution, yes?)
    I understand the concern, and I agree that if this became “bring the anti-magic tank for magic fights,” it would be a bad system.

    That is not what I am suggesting.

    Every tank should still survive every damage type. The damage-type interaction should be a limited identity/reward layer, not a requirement. So Dark Knight being better at reacting to Magic should not make it mandatory for magic-heavy content.

    That is also why I said encounters should have a balanced mix of damage types, and rewards should be capped and controlled.

    The WoW comparison makes sense if the system is hard specialization, but my idea is not hard specialization. It is more about defensive flavor and limited reward windows.

    For MT/OT, my concern is not only the name.

    Either every tank can still take direct hits equally well, which makes the MT/OT label unnecessary, or OT jobs are weaker at personal defense and need stronger damage/party mitigation to justify them, which makes them feel more like support picks than full tanks.

    From what was shown, OT was described around damage reduction, enemy damage reduction, and party mitigation, while MT was described around taking direct damage. That is the part I am criticizing.

    I would rather see tank identity built around how each tank personally responds to danger, instead of separating tanks into “the one taking damage” and “the one reducing damage for everyone else.”

    For example, in a dungeon pull, you could still enter as Warrior, Dark Knight, Paladin, or Gunbreaker and clear normally.

    The difference would be in gameplay focus. If the pull has Heavy mobs, Multi-hit mobs, and Magic mobs, Paladin or Gunbreaker may focus more on responding to Heavy attackers, Dark Knight may focus more on reacting to Magic attackers, and Warrior may focus more on Multi-hit pressure.

    That focus would not be required for survival, but it could give a class-specific reward when played correctly. The reward could be different depending on the job: a special attack, extra damage reduction, resource gain, or another defensive/offensive bonus.
    (0)
    Last edited by BabyYoda; Yesterday at 07:33 PM.