I occasionally filled in as a tank in wildstar raids with my stalker, and "dps-tanking" to carry guildies through endgame dungeons.
I played quite a bit all games in this articles minus albion, (and many more, since I'm "old"): nothing came even close to what wildstar was, and its closure basically made me stop taking any mmo seriously as they all feel bland in comparison.
Why tank when you can parry attacks with proper timing with a giant greatsword and counter smash everything in your path?
The combat of a tab-target based holy trinity game is so boring I can't even joke about being enthused by any part of it.. and I haven't been able to for probably a decade at this point.
Though, not everyone is as old and experienced with MMORPGs as me, so I guess I can't blame others for still liking it in present time. Kinda envy them..
TERA has tanking? When it's scaled to be so easy that mobs basically stand there and wait to die, tanking is superfluous. It doesn't matter who the mobs hit if they won't kill anyone regardless.
TERA has tanking? When it's scaled to be so easy that mobs basically stand there and wait to die, tanking is superfluous. It doesn't matter who the mobs hit if they won't kill anyone regardless.
I can't speak for Tera now, but for some dungeons, when it first launched, it was needed.
And it was glorious.
I loved being hit by some huge thing as big as the room I was fighting in and having my avatar pushed back, legs straining against the force.
very visceral.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
TERA has tanking? When it's scaled to be so easy that mobs basically stand there and wait to die, tanking is superfluous. It doesn't matter who the mobs hit if they won't kill anyone regardless.
I can't speak for Tera now, but for some dungeons, when it first launched, it was needed.
And it was glorious.
I loved being hit by some huge thing as big as the room I was fighting in and having my avatar pushed back, legs straining against the force.
very visceral.
It has been several years since I played TERA. By the time I played, you could solo dungeons with the difficulty scaled to be for a full group, though that was admittedly somewhat challenging.
It felt like the game had put in the work to build a good combat system where you could dodge most things, and then scaled mob damage to be so low that it scarcely mattered whether you got hit or not. The only real penalty for getting hit constantly was that you'd occasionally have to stop and wait to refill your health.
TERA has tanking? When it's scaled to be so easy that mobs basically stand there and wait to die, tanking is superfluous. It doesn't matter who the mobs hit if they won't kill anyone regardless.
I can't speak for Tera now, but for some dungeons, when it first launched, it was needed.
And it was glorious.
I loved being hit by some huge thing as big as the room I was fighting in and having my avatar pushed back, legs straining against the force.
very visceral.
It has been several years since I played TERA. By the time I played, you could solo dungeons with the difficulty scaled to be for a full group, though that was admittedly somewhat challenging.
It felt like the game had put in the work to build a good combat system where you could dodge most things, and then scaled mob damage to be so low that it scarcely mattered whether you got hit or not. The only real penalty for getting hit constantly was that you'd occasionally have to stop and wait to refill your health.
I felt the whole game was more of a "proof of concept" game as there really was nothing to it.
The setting was dumb, it wasn't really a "world" per se, and it was quite linear.
The art design was great (at the start - they've put in some really ridiculous stuff) and I loved the combat itself but the rest seemed half baked.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
Tanks are nothing without good dungeons and a decent death penalty imo. I prefer the open world style over instanced. Adds an unpredictability to keep you on your toes. Part of me misses "trains" from the earlier mmo's.
Tanks are nothing without good dungeons and a decent death penalty imo. I prefer the open world style over instanced. Adds an unpredictability to keep you on your toes. Part of me misses "trains" from the earlier mmo's.
New World has trains... unless they change it before launch.
(Honestly, I think it's more of an accident than intentionally game design).
In Age of Conan damage classes could generate more hate than a Tank could, so the dps had to adjust their damage to the hate generated from the tank.
That way it was possible to tell if a tank did a decent job just by looking at the DPS during the encounter.
What was funny was that on the old AoC forums there was this old thread about how the innate hate worked on the skills, and one guy posted on the forums that this stuff was too complicated, and wished there would be a single button that would generate aggro for 15 seconds.
Funny thing is that's how tanking ended up working in ESO, wonder if the devs read that thread and just thought the 15 second thing was a good idea lol.
Comments
I played quite a bit all games in this articles minus albion, (and many more, since I'm "old"): nothing came even close to what wildstar was, and its closure basically made me stop taking any mmo seriously as they all feel bland in comparison.
I'm mmo-home-less
The combat of a tab-target based holy trinity game is so boring I can't even joke about being enthused by any part of it.. and I haven't been able to for probably a decade at this point.
Though, not everyone is as old and experienced with MMORPGs as me, so I guess I can't blame others for still liking it in present time. Kinda envy them..
This line LOL
Please senpai tell us the best tanking experience LOL
And it was glorious.
I loved being hit by some huge thing as big as the room I was fighting in and having my avatar pushed back, legs straining against the force.
very visceral.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
It felt like the game had put in the work to build a good combat system where you could dodge most things, and then scaled mob damage to be so low that it scarcely mattered whether you got hit or not. The only real penalty for getting hit constantly was that you'd occasionally have to stop and wait to refill your health.
The setting was dumb, it wasn't really a "world" per se, and it was quite linear.
The art design was great (at the start - they've put in some really ridiculous stuff) and I loved the combat itself but the rest seemed half baked.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
(Honestly, I think it's more of an accident than intentionally game design).
That way it was possible to tell if a tank did a decent job just by looking at the DPS during the encounter.
What was funny was that on the old AoC forums there was this old thread about how the innate hate worked on the skills, and one guy posted on the forums that this stuff was too complicated, and wished there would be a single button that would generate aggro for 15 seconds.
Funny thing is that's how tanking ended up working in ESO, wonder if the devs read that thread and just thought the 15 second thing was a good idea lol.
And the soundtracks were brilliant.