That's what I thought myself. My last comment was definitely with tongue planted firmly in cheek.damage mitigation???????
/ROFLMAO!!!!!!!!!!!!!!!!
With the CU enemy's aggro, is there even a need for tanks?
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- Master Sergeant
I am happy with Jabe's ability to mitigate damage. I really do think if you are a not a master TKA, then you're not a worthy tank. Being as such, with bio enhanced clothing and the occasional power crystal, it possible to sustain rediculous amounts of damage. As well as focus it towards you with taunt or swordsman's area taunt.
Here is the fault: taunt is not good enough. Area taunt should be a TKA move or something because its the only way to make a tank effective. The AI is smart as it should be, but the tank should be cunning enough to draw the damage to them and area taunt is the key.
Overall I have realized the combat system in SWG is not that exciting. The game was built around a completely different system and therefore there is no overall cohesion with all aspects of the game. You can't borrow from WoW just for combat and keep the rest of the game and hope it all makes sense. It just doesn't.
Jabe
Here is the fault: taunt is not good enough. Area taunt should be a TKA move or something because its the only way to make a tank effective. The AI is smart as it should be, but the tank should be cunning enough to draw the damage to them and area taunt is the key.
Overall I have realized the combat system in SWG is not that exciting. The game was built around a completely different system and therefore there is no overall cohesion with all aspects of the game. You can't borrow from WoW just for combat and keep the rest of the game and hope it all makes sense. It just doesn't.
Jabe
- Jabe Adaks
- Grand Admiral
- Discord
@jabeadaks - Server
Legends - Character Names
Jaibe Adaks
Wraife Scyndareaux
Graanta
A couple things to consider regarding the Tank function is that first, the Combat Upgrade is still in Beta. As Dwilah and Zannon mentioned the Developer interviews during Fan Fest acknowledged that Tanking needs more development. The "Tanks" we have right now are Shermans. They need to be Tigers. Hopefully, they will be in the near future.
Second, if this goes like I hope it will, then the basic group dynamic will work like the scenario that Ekade outlined. When that kind of teamwork goes off it's almost as beautiful as a 6,4,3 triple play in baseball. And that's definitely something that we'll want to see and be floored by when it happens.
The more and more that I test my profs, the more I see needs work. I'm not bashing it, but the sober fact is it's not done yet. Beta Redux. I like the direction things are going, but the trip is still in progress.
Other things off the top of my head that I've pinned down is that there are too many hidden modifiers when it comes to combat. Posture differences need to be displayed to the Player in hard values so you can make more informed decisions.
Also, there needs to be a hard outline for determining what exact skill combination gives what exact Combat Level. If you wanted to make your toon, say CL 48, would you know how to do it immediately? As of now we are left to drop/add skills by trial and error or find another Player with that Combat Level already and mimic their template. Even then, in the latter instance, their combination might be just one of many that leads to your desired Combat Level number.
Once again, not bashing this. I understand and accept that this is Beta. All of these are things that need to be worked out.
Time will tell.
Second, if this goes like I hope it will, then the basic group dynamic will work like the scenario that Ekade outlined. When that kind of teamwork goes off it's almost as beautiful as a 6,4,3 triple play in baseball. And that's definitely something that we'll want to see and be floored by when it happens.
The more and more that I test my profs, the more I see needs work. I'm not bashing it, but the sober fact is it's not done yet. Beta Redux. I like the direction things are going, but the trip is still in progress.
Other things off the top of my head that I've pinned down is that there are too many hidden modifiers when it comes to combat. Posture differences need to be displayed to the Player in hard values so you can make more informed decisions.
Also, there needs to be a hard outline for determining what exact skill combination gives what exact Combat Level. If you wanted to make your toon, say CL 48, would you know how to do it immediately? As of now we are left to drop/add skills by trial and error or find another Player with that Combat Level already and mimic their template. Even then, in the latter instance, their combination might be just one of many that leads to your desired Combat Level number.
Once again, not bashing this. I understand and accept that this is Beta. All of these are things that need to be worked out.
Time will tell.
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- Moff
- Server
Restoration 3 - Character Names
Keer Tregga
You, sir, are absolutely correct in my opinion. In my dream of dreams they would take a year off to rethink the entire game and redesign it from scratch. The WoW style is great, but in my opinion, it's like grafting a pit bulldog head on a mongoose's torso. Both great fighters but not necessarily great together.Jabe Adaks wrote: The game was built around a completely different system and therefore there is no overall cohesion with all aspects of the game. You can't borrow from WoW just for combat and keep the rest of the game and hope it all makes sense. It just doesn't.
Jabe
Despite this I still stay in SWG. Because, in my "travels", I've discovered that I want to play Keer Tregga until I'm tired of playing Keer Tregga, and not before. This is just for me, not an observation on anyone else's thang.
Until then, I roll with it.
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- Moff
- Server
Restoration 3 - Character Names
Keer Tregga
It also adds 160 to defense Skor. Or there about. I know the amount it adds is the same amount that reckless shot takes away.
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- The Kika'Vati Order
Being a swordsman/pikeman... I might be the ideal tank based on these theories... Not only do I do more damage than most classes, I also have high defenses. Making me tankerrific.
Just a thought.
Just a thought.
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- Master Sergeant
Once it's made so the aggro stays on you, then you probably would be.Rebecca wrote:Being a swordsman/pikeman... I might be the ideal tank based on these theories... Not only do I do more damage than most classes, I also have high defenses. Making me tankerrific.
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- Moff
- Server
Restoration 3 - Character Names
Keer Tregga
/agreeOverall I have realized the combat system in SWG is not that exciting. The game was built around a completely different system and therefore there is no overall cohesion with all aspects of the game. You can't borrow from WoW just for combat and keep the rest of the game and hope it all makes sense. It just doesn't.
I think post CU combat is much more fun than pre-CU combat.. however it still has a long ways to go.
Keer nailed it.. we are in Beta. Sorry to mention "the other game" again, but after playing WoW for a length of time, I can't get into SWG combat because it is so unfinished by comparison.
Fighting on ridiculously steep hills in the dark.. just not that fun.
The CU is a step in the right direction and I am happy with the way things are going. For me, combat is not yet to the place where I can do it for more than an hour and not get bored.
I love the ideas of roles in combat.. and the synergies that must be discovered between the roles in order to be effective as a team. I look forward to seeing how they make this come to life with future improvements.
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- The Kika'Vati Order