#MakeTanksGoodAgain

I think they should change these right here.

250 con could be lose 20% damage, gain 10% Health and 10% resists.

Then at 300 con turn +20% duration to stuns, slows and roots into

→ Lose 30% damage
→ Gain +40% to the potency of debuffs on enemies.
→ Gain +40% to the potency of buffs on allies.
→ Gain +40% duration to slows, stuns and roots.

So effectively in Heavy and 300 con you have in total:

→ -50% Damage

And in return gain

→ +10% Health
→ +10% Resists
→ +40% Debuff Potency to enemies.
→ +40% Buff Potency to allies and self.
→ +50% Duration to CC’s

If the +'s outweigh the -'s then take the damage to -30% each for a total of -60% damage.

With the way heals are structured in this game, I think 50% less damage is enough.

Also, make these scale to LS as well but make it progressional.

  • 50 Con → No Penalty
  • 100 Con → -5% Healing
  • 150 Con → -10% Healing
  • 200 Con → -20% Healing
  • 250 Con → -35% Healing
  • 300 Con-> -50% Healing

So that Heavy Healers can pick and choose between tankiness to Healing instead of them being gutted and destroyed. 200 CON Heavies essentially have the same debuff but at a lesser value creating a Stalwart healer class in heavy. Light healers with 50 con have no penalty and are unaffected while 100 con 400 focus has a small Nerf and then Medium 350/150 focus healers are also minimally nerfed. Meanwhile 200 CON 300 Focus heavies cannot heal anywhere near the the capacity of the mobile lights and mediums, but are in the middle for heals.

Going into 250/300 con turns the healer into a buff focused, CC tank with heavily nerfed healing numbers.

Heavy Healers would be the buff machines while light healers would be the ACTUAL healers giving light to Paladins once again.

Of course, the coding would be complex as to not create hinderances but overriding healers spells would have to be locked to the source owner’s con with a quick reference point to players con, meanwhile buffs are the opposite and on a separate code where the buff prioritizes the source’s Con with higher con being the deciding factor.

Two SG’s are laid. Lower con Healer applies his HoTs while higher con SG applies a buffed annointed and greater Stamina Regen due to Buff Potency increase.

2 Likes

there are literally several ways for them to improve the tank in the game without affecting dps. They need to stop ignoring the tanks.

1 Like

One of the key issues with Tanks, besides the Tower Shield being absolutely bad in terms of stability cost to risk ratio, is their extreme lackluster in actually providing utility. See, in other games, a Tank is pretty threatening, not because of their damage, far from it, but rather they sacrifice that tradeoff of usually speed, burst and range for Survivability and CONTROL, something this game for some reason gave it to high damage dealers, but forgot that the king of battlefield control is the tank. Usually, what makes them threatening is their literal ability to control the battlefield, because every other game besides New World, a Stun is a STUN, meaning if you got hit by one, damage will not break it, no matter how much, and this is a huge game changer. Usually something that powerful is behind a long cooldown or can be missed, usually it needs an opening for it land, and requires some mental thinking. Combined that with a proper DR where spamming stuns gets you actually punished by making the other player immune to said stuns for a duration, it now demands a Tank to learn the system and be good with it, or ruin your entire team’s potential win and cause a massive blunder (one of the reasons why people shy away from tanks, it’s a big job).

Without this, most of a Tank’s spells are pretty useless, they’re mainly used for the other benefits in New World, such as Rend, or a Slow, or weaken, the biggest thing being Rend on Shockwave. It’s also damning that the taunt system, which unfortunately seems to be following more modern MMOs, is that it’s disregarded in PvP, which is incredibly damning, in my opinion. Taunt, if done properly, can be an amazing extra utility that a tank can use, and can take notes from Warhammer Online, where taunting causes to cast a debuff on enemy players that weakens them unless they either wait for the taunt to end, or to cut it short, actively attack the tank and damage them 3 times to break the ‘curse’.

Now obviously, there’s a huge issue with New World, and it’s the attribute system. Something of such power shouldn’t be easily at the hands of damage dealers, as it just tips the balance way off all over again. So I think these changes should actually be a 400 Con perk, a new benchmark, one that’s much harder to achieve for damage dealers and will obviously be shown as a more dedicated “tank” perk, therefore you’re not going to suddenly see bruisers all over the place taking the powers of a tank as well as keeping damage, but instead the few tanks around can actually shine in their own role to assist in PvP.

Another system that can help in the actual tanking department of survivability, is to add in a “Parry” system, where it’s simply blocking at the right time of an attack (give the shield a glint, perhaps) and succeeding will confer a bonus 40% stability on said shield for short duration, meaning it can actually help in keeping group at bay, but it’s not an infinite capability.

2 Likes

Great comment, agree!

Instead of putting it at 400 con, why not just take the system I spoke of and add it to the carnelian.

“If 300 con and Heavy allows you to taunt enemy players.”

Then with your said system of weaken and hit tank 3 times to break the curse is locked to -50% damage tanks.

Speaking of things like this… Why wouldn’t they add perks like:

  • Plagued Ward - apply disease to attacker.
  • Rending Ward - apply rend to attacker.
  • Critical Redemption - Gain Fortify per crit taken, lasts 3 seconds.
  • Healthy Absorption - Gain 1% Damage absorption per xxx health missing.
  • Divinity - Increase incoming healing per xxx health missing.

Scale them all off Total Health so the only efficient users of these perks are 250 con and 300 con.

You could have Duration for wards based off
Total Health/3000 so a bruiser can have 4 second debuff applied while a 500 con tank can have a 8 second debuff applied.

Same goes for the others.

2 Likes

Yeah, that can totally work as well, either way is solid IMO as a way of saying “You must be this much of a TANK to acquire”, any possible way to sacrifice something for another.

2 Likes

Effectively locking out DD’s from abusing an entire system reserved for tanks. :grin:

Maybe scale Potency of debuffs/buff AND duration off health to double whammy the effectiveness difference from tank to bruiser. 4 second, 12% disease compared to 8 second, 24% disease.

1 Like

Heavy armor perks for pvp wpuld be a cool addition youre onto something here. Of course the numbers you provided are nuts and perma grit would be busted (said it yourself, not thought out) but the principal is sound. Refreshingly heavy should most def be a thing

This topic was automatically closed 21 days after the last reply. New replies are no longer allowed.