Response to @Nyce-Gaming "Ashes of Creation Has A PvX Problem"



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

Link to the video: https://www.youtube.com/watch?v=neZWKAvt1Jk&lc=Ugz1WJoqzgUXqTF6ivt4AaABAg.9rBNclb2IUF9rBSP8gY_CV

source

13 thoughts on “Response to @Nyce-Gaming "Ashes of Creation Has A PvX Problem"”

  1. I've thought about the Tank's function as well, and what you talk about is pretty much exactly what I came up with. One of my ideas was to have enemies have skills that can be read and interrupted, and Tanks can have abilities that can interrupt those abilities, and if executed properly, generates a ton of threat. Using these kinds of skills to interrupt and essentially control the opposition in a pvp setting still serves the same purpose. Control the damn Tank so the damn Tank doesn't control us. Gives the Tank a more dynamic playstyle too, but it would require a bit more skill, which is a drawback to some people.

    Reply
  2. If there is one thing I don't do on YouTube is to watch click bait videos or immediately click away if I start to suspect it's a click bait. In fact, I unsubscribe to channels starting to do it unless I have some kind of connection to it. You can actually report videos for misleading titles and thumbnails, never understood why clicks and views are so important, more than quality.

    Reply
  3. I hope they tone down the spell effects. Every action this warrior is doing results in a flash of lights or streaking colors. It will become like guild wars2 and ffxiv where you can’t see what the hell is going on through the seizure inducing ball of spell effects in the center of you screen. Not every action needs to rend open the fabric of the universe.

    Reply
  4. Tanks job in pvp is peel/cc and typically support shielding/damage reduction. Any abilty in pvp that would make you focus a tank when there are healers as well seems like a terrible mechanic to me and would make a tank too op. Normally its about avoiding the Tank in pvp since they take the least damage lol

    Reply
  5. I have even thought if they want to use threat as a mechanic for tanks. What they could do is the more threat a tank is generating the more damage they start doing. So as they are CC'ing people and auto attacking and using taunts their damage starts increasing up to a cap of lets say 40% increased damage or something like that.

    I also want skills that i think will be befitting a tank. Besides taunts and CCs, i would live to see a damage mitigation field that the tank player could place anywhere around them almost like healers do with heals. A place swap which swaps places with an ally target, and after the swap it taunts and roots all enemies in place within 10 meters or something like that. (The numbers can be tweaked. it's just an example) giving allies shields is a classic tank thing. Along with the auras you mentioned. Besides just giving allies shields id like to see a shield field as well. Almost like titans in Destiny 1 & 2. Place down a field and when allies go inside they gain a full health shield or partial shield. Or make it a shield that generates as they are in the field longer, the shield gets bigger.

    I want to see gameplay mechanics like this for tanks to give them more versatility and work better for different play styles. I did mention some of this in the forums during the tank showcase, but im not sure if steven ever saw it or not. Or if anyone on the intrepid team saw it.

    Reply
  6. My idea is to allow the tank start combos. this allows the tank to pace the encounter. threat would also include the amount of damage mitigated for NPCs. No need to do anything spacial for PvP, cause when your biggest heal gets interrupted, your gonna be pissed anyway. adding the shield thing would fit nicely.

    Reply
  7. If you make a tank as valuable a target as damage dealers, you will end up with people very happily focusing tanks first in battles, which requires no tactics and no brain whatsoever. Tank has to be lower-prioority target if you want pvp decision-making and target selection to be interesting. Do not try to change the very basics of MMO design. Last games that tried to change such core ideas died decades ago and for a good reason.

    Reply

Leave a Comment