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Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 3:20 pm
by stage
I think there's a need to add some kind of +aggro/hate modifier in the Armor skill when you level up to make focusing on that fighter - something like 25% hate so the monster have more chance to hit him instead of anyone else. Or maybe it would be best to be some ability that you activate somewhere in some future patch etc
What do you guys think. Is needed or not in line with the concept of the game?
Re: Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 3:25 pm
by dark
Someone’s been playing entirely to much WOW. Your taunt ability is keeping the fighters facing forward at all times.
Re: Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 3:25 pm
by cokebottle
This is now WoW. No matter how hard they DPS your mage or rogue won't steal aggro unless you have them in the front row.
Re: Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 3:26 pm
by Darklord
Yeah taunt is just a different genre mechanic, really as long you keep enemies in front with solid fighters/dodgy rogues there you'll be fine.
Daniel.
Re: Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 4:14 pm
by stage
dark wrote:Someone’s been playing entirely to much WOW. Your taunt ability is keeping the fighters facing forward at all times.
Actually no. Been playing too much Age of Conan...
but what I meant is a Heavy Armor build to keep melee hits on him while ur heavy dmg focused on Weap Minotaur next to you do extreme dmg. Or to have a Rogue next to you. And that you unlock at level 50 for example and is passive. But meh ye thats the thing I do not see it working it in here atm. Not unless they add some sort of abilities to the classes - and ye I havent seen some sort of taunt ability in the old dungeon crawlers, but some new turn based crawlers like Monster's Den work great, but guess different mechanics of the fight - turn based vs real time.
Re: Taunt ability - right for this game?
Posted: Fri Apr 13, 2012 4:15 pm
by Krotch ScroteGuzzle
Game doesn't need taunt - at all.
Re: Taunt ability - right for this game?
Posted: Sat Apr 14, 2012 11:16 pm
by JimRock
How does one taunt a giant snail, spider or Animated corpse ?
I think if you can post a video of yourself taunting a snail into freaking out and mauling you then the dev's would be honor bound to add this ability to the game.
Re: Taunt ability - right for this game?
Posted: Sat Apr 14, 2012 11:50 pm
by stage
The whole point was that there is absolutely no point in taking high levels of Armor unless both of your front line chars have it, as in the end the one with no Armor will die first for sure. If there is ever such things as Taunt in this game, I can only see it being a high tier Armor feat. Now we can go on with the funny messages and I can explain you how you taunt a snail by throwing salt at them but we will get offtopic really fast
Re: Taunt ability - right for this game?
Posted: Sat Apr 14, 2012 11:57 pm
by Fnord
stage wrote:The whole point was that there is absolutely no point in taking high levels of Armor unless both of your front line chars have it, as in the end the one with no Armor will die first for sure. If there is ever such things as Taunt in this game, I can only see it being a high tier Armor feat. Now we can go on with the funny messages and I can explain you how you taunt a snail by throwing salt at them but we will get offtopic really fast
That is not quite true. There is a very good light armour set in the game, so if you give one of your front line fighters that, and give the other heavy armour, you should be just fine. In fact, due to the light armour set, I found it pointless to give both my front line fighters a high armour skill. So instead I gave the one fighter with lower evasion more points in armour, and let the other one stay at light. It worked pretty darn well for me, actually, and both warriors had similar survivability.
Re: Taunt ability - right for this game?
Posted: Sun Apr 15, 2012 12:54 am
by Yadda
Make your second front liner an evasion based character. Maybe it's just me, but it seems like every attack that he dodges gets redirected to my warrior. My warrior kept dying repeatedly before I just simply made a new game with 2 warriors up front and then the damage seemed to get spread evenly again. There's your taunt.
PS: Have fun "tanking" crabs. I would actually recommend actively dodging.