
Originally Posted by
Talldar
Out of the tanking topics this one stands on quite weak feet. Honestly, this is a very tunnel-viewish attempt on equalizing all tanking classes. Because if we start going down the road of giving everyone the same HP, we will inevitably end up giving everyone the same mitigation and avoidance - everything else would be out of balance, right?
I really don't see the problem where you try to nail it to - class design - but much rather in two places else: a) Damage source classification and b) encounter design.
a) As has been mentioned in this thread already, it's quite unlogical for a dragon's breath to be considered "magical damage" at all. Logically, if a warrior raises his shield, it should protect him from either a fire-, poison- or frost breath. This is a significant issue in my book, and something the game mechanics should be adopted about in the long run.
For example, how about a shieldblock-like ability, that reduces AoE, or even just "coned", or elemental damage radically, but also requires us to hold the shield up with both hands, thus we couldn't attack in that time? Make it a "as long as you press the key"-ability without cooldown and wooohooo, you just added a completely new aspect to the game. Right now shields don't really step up to their role, there's a lot of room for creative uses still unexplored, and - more sadly - undiscussed. Disclaimer: This is a "coming to mind spontaneously"-idea, so don't get caught up in possible flaws - I just want to show that it's quite weird to have a "shield" and in fact only really using it as a "passive weapon" that grants armor. Yep, a shield protects me - but how can it be such a significant part of my armor, even when I do not block?
Hell, if you are about to approach weird tanking things, the shield road offers one hell of a lot options for improvement.
b) block isn't really helpful in boss fights, this is a fact. But it's not "block's" fault, it's the encounter's. Go get us a boss with an attack speed of 0.5 seconds that hits for about 2000 dmg, and block becomes quite the winner. However, the only thing we seem to get is higher and higher hits or magical spike-damage.
My conclusion: Do not equalize tanking classes up to a generic state, but bring the same variety to encounters that we see with tanks. Not only would this benefit everyone in terms of "you tank this, I tank that, now you MT, now I'm going to", but also would it make encounters more interesting for every tank. Because, seriously, right now all we have to think differently about in fights are a boss's special abilites - run now, kite there, damage stop, pick up adds. There is no difference in the basic way of tanking bosses, and it kind of confuses me that I tank a Dragon 20 times my size the same way I tank one of the horsemen.
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