To clarify:
570GS SS/Hat tank with 15400hp - leveled 1-60 as a tank and continue to tank open world content, expeditions and pvp. Here’s my 2 cents
The first thing tanks need is a way to target taunt. If a new enemy aggros during a fight in-process, then this ‘add’ is likely to go after a healer or dps. In the current state, the tank needs to save a taunt ability or begin meleeing new target as it approaches which is ineffective due to combat mechanics in New World: short range on AE taunts, combat push, long melee animations, and player clipping blocking the tank from moving to the ‘add’. Playing around these limitations is not enjoyable without the addition of a single target ranged taunt.
First para response:
We have a target taunt. It’s shield bash which just so happens to frontal cleave. In addition, it’s your job as a tank to communicate to your group to let you build up some initial threat through blocking (which generates a MASSIVE amount of threat if gemmed) and some extra damage.
Defiance stance and berserk both have a decent radius that if you see any mob run past you, you can easily taunt it over. As for ranged targets - again, it is your responsibility as a tank to communicate line of sight strategies with your team. And if they decide not to - well they get to learn a harsh lesson.
This leads into discussing a similar scenario, the way enemies run past tank and go directly to puller/healer on an initial pull. In current state, tanks need to time their taunt accounting for enemy run speed and server lag to perform a taunt ability as the enemy enters range. The AE taunts in game are not sufficient range to be reliable in this purpose, and the damage/melee taunt skills are too easy to miss due to clunky melee mechanics and animations of abilities.
Second para response:
Disagree wholeheartedly. The only reason for this scenario to play out is if you don’t communicate strategy with your group or someone else face pulls another mob which you have multiple taunts, cc and interrupts to deal with. If your group is so far split that and aoe taunt can’t pull aggro from ranged - then you have other issues going on (or again - someone face pulled/didn’t follow strategy)
Per these two scenarios please incorporate a way to target specific enemies and perform a taunt from medium to long range.
Third para response:
Agreed - would be a nice QoL improvement but would require reworking several weapons to make work. Don’t see how this can be done and maintain weapon balance.
Another suggestion is to display the name of the player with aggro to the enemy health bar. This way tanks can see which enemies are being tanked, and which enemies are currently attacking dps or healers. Without this indicator, tanks are wasting taunts, and also do not have the information needed to effectively peel enemies for offtanking.
Fourth para response:
Again, Agreed. Would be a nice QoL change.
As for wasting taunts… there should NEVER be an scenario where you’re casually wasting a taunt. If you’re casually shield bashing, defiance stancing (unless you can reset it’s cooldown with reverse stab quickly) or whatever other taunt you have then I’m sorry bossman but you’re fucking up. Taunting abilities should only ever be used to reset aggro back onto yourself or if tied to defensive abilities - used to keep yourself alive (Which if you’re doing then you clearly don’t have a threat issue, unless you’re standing in shit I suppose)
Finishing thoughts:
I have no issues tanking in this game. Stagger damage to conserve stamina, block heavy damaging abilities/stuns and taunt if you need to. Honestly wouldn’t mind seeing some QoL changes but for direct targeted taunts (warcraft taunts is what it sounds like you’re referring too) - maybe can be done is add an extra passive to the hatchet to taunt on hatchet throw if you’re gemmed - as for the other tanking weapons - I can’t see them being reworked to incorporate a ranged direct taunt.