Carnelian Should Work Against Players

Daily we see here on the forum, several complaints about how the tank is weak and obsolete in PVP.

Although CLEARLY the tank needs a lot of tweaks, a first and very easy one to implement is to make carnelian have its effect for PVP.

All the mechanics of “Taunt” are already implemented and balanced in the game, it just needs to have some effect against players.

Skills already define when they are compatible with carnelian, the duration of the debuff and the area of ​​effect. It is enough that this debuff has effect against players.

All the mechanics of “Taunt” are already implemented and balanced in the game, it just needs to have some effect against players.

Skills already define when they are compatible with carnelian, the duration of the debuff and the area of ​​effect. It is enough that this debuff has effect against players.

My suggestion is that taunt apply slow, because in addition to being easier to balance (changing the percentage of slow), it combines with several sword skills, which already have some ways to apply slow.

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There were games where taunts had effects on pvp aswell. For example:
While taunting, every player in your party getting way less damage, so the tank is protecting their allies. There are some other examples, I don’t know without taking a deeper look.

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Exactly, there are several examples of how they can implement this in the game.

I was thinking on this some time ago.

You know, the game already has a “camera lock on target” mechanic for healers.

If a taunt would randomly target-lock on the caster for 3 or so seconds, you’d call that a win for tanks, doing their jobs and getting aggro PvE and PvP.

For what little love AGS has shown regarding tanks, it’s a long shot idea, but you can always suggest it.

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Taunt should build a rage mechanic in pve and pvp giving an empowering effect. So that way you can keep it slotted for pvp and who cares if the tank gets to do a little more damage in pve.

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Instead of cam-lock I would definitely prefer this.

Each hit they do causes a slight build up of rage. Carnelian is required. Any carnelian AoE taunts build it and third strike increases it more.

Reinforced can be increased resistance instead of durability, kind can be anti rage building perk in PvP along with hate being the opposite. Bonus rage meter build up.

We already have things like

Ruinous perks can be bonus damage to enraged enemies.

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I think camera locking can be a little bit too much. Another similar idea would be If you’re taunted, your melee attacks forcibly tracks the tank. Since they increased the tracking of melee, that can be pretty interesting, making it really hard to hit other players close to the tank.

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Yooo, I like that. Lol.

I was thinking when enraged, target has 10% rend and 50% weaken.

Players who have carnelians slotted have a red smoke coming off their weapon. Only builds up hatred on players who have hatred perk and a carnelian slotted to negate abuse.

When a player is enraged by someone the red smoke becomes larger so you can identify who enraged you. It should be individual rage meters too so nobody can abuse it by stacking ontop of others.

Hitting the target reduces rage meter and the rend and weaken scale off 10% down to 0%. So once enraged, getting to 50% enraged would be 5% rend and weaken. Deal bonus 30% bonus damage to target who enraged you.

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I’d say just go for the Warhammer approach as it was the best use of taunt in the entire series of MMOs, where it worked both in PvE and PvP, and it’s method was essentially debuffing enemy players by marking them, those marked lose damage by a 30% as well as take more damage until either the taunt ends, or the Tank is hit several times and takes damage in those hits. Taunts from others do not overwrite the taunt in place, so just using a Taunt while one is up is wasting your own.

EDIT: I’d probably would put this as a ‘super upgrade’ at 300 CON perk, OR put it at 400 Con perk, as a new benchmark. This would do two things overall.

  1. It would give tanks a much needed utility buff into their support role in PvP, as well as a solid buff in PvE, making them pretty much a godsend (as they should be, every game that properly implements them are essentially the psuedo-leaders of the group).
  2. It would keep tanks in CHECK. If the spell was simply overridden and just given to you on Carnelian gems, it would be too abusive and people would just go ham and make “tanks” left and right. Tanks are already the equivalent of unicorns in this game, so it wouldn’t hamper them or cause a sudden explosive growth with such a change.

The other important thing to note here is that the enemy HAS to do damage to the tank, not DoT, actual, direct damage via spells like Pillar of Flame or contact damage. This means you can’t just cast an Ice Storm and laugh it off, no, you HAVE to engage to break it off, OR the other option is to simply back up and wait for the taunt duration to end, which is some seconds. You cannot break the debuff by hitting the shield, so it would make for some interesting plays. Solid players will attempt to carefully engage the tank, and with Stuns changed to be proper stuns, would treat the tank with more respect than just a chew toy to beat up on.

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