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I wish WoW were like 4e
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<blockquote data-quote="katahn" data-source="post: 4219962" data-attributes="member: 65004"><p>You don't need collision for a tank to be able to block enemy movement without needing threat/aggro mechanics. What you need are class abilities that give tanks the ability to temporarily block enemies from being able to move past them, abilities that give them instant bonus attacks against enemies moving out of melee (in any direction), and potentially abilities that debuff enemies that ignore them in favor of non-tanks. </p><p></p><p>Not all such abilities need to be given to every tank class, they can be mixed and matched, but then they work without needing to have special rules for NPCs that result in an entire class-role being irrelevant in a large segment of play. Furthermore since these abilities wouldn't be necessarily absolute in effectiveness, having multiple tanks on a group of enemies means multiple blocking abilities have to fail before an enemy can move past the defensive line and into the controller, ranged dps, and healers. Unlike a threat/aggro mechanic, this would specifically make multiple tanks a viable tactic (especially where one or more controllers aren't present).</p><p></p><p>My comments on DPS having abilities that let them avoid being hit is a corollary to the above rule - namely that they will have to be in melee unless they are a ranged DPS class and without threat/aggro mechanics you either need to make them durable enough to withstand the same kind of hits a tank could or you have to make them difficult to hit at all. Either would really be fine (with appropriate balancing), because without the tank's ability to block enemy movement they absolutely couldn't fill a tank role. The role-defining ability of a tank should be in not letting enemies get past them, not in being super-tough.</p></blockquote><p></p>
[QUOTE="katahn, post: 4219962, member: 65004"] You don't need collision for a tank to be able to block enemy movement without needing threat/aggro mechanics. What you need are class abilities that give tanks the ability to temporarily block enemies from being able to move past them, abilities that give them instant bonus attacks against enemies moving out of melee (in any direction), and potentially abilities that debuff enemies that ignore them in favor of non-tanks. Not all such abilities need to be given to every tank class, they can be mixed and matched, but then they work without needing to have special rules for NPCs that result in an entire class-role being irrelevant in a large segment of play. Furthermore since these abilities wouldn't be necessarily absolute in effectiveness, having multiple tanks on a group of enemies means multiple blocking abilities have to fail before an enemy can move past the defensive line and into the controller, ranged dps, and healers. Unlike a threat/aggro mechanic, this would specifically make multiple tanks a viable tactic (especially where one or more controllers aren't present). My comments on DPS having abilities that let them avoid being hit is a corollary to the above rule - namely that they will have to be in melee unless they are a ranged DPS class and without threat/aggro mechanics you either need to make them durable enough to withstand the same kind of hits a tank could or you have to make them difficult to hit at all. Either would really be fine (with appropriate balancing), because without the tank's ability to block enemy movement they absolutely couldn't fill a tank role. The role-defining ability of a tank should be in not letting enemies get past them, not in being super-tough. [/QUOTE]
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I wish WoW were like 4e
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