Gaming Massively

Thursday, February 28, 2008

Revisiting the tank

Keen and Graev have posted an interesting essay on why the tank sucks in PvP, and what can be done to fix it. The thing that really caught my eye:

Immunities and resistances. Two incredibly overlooked and underutilized factors that should make all the difference in the world. Crank up the magic resistance and physical defenses on a tank. Allow them to run in to the thick of things and use their taunts. There needs to be a big enough change to the resistances that no one will think "root/mez the tank". They should be saying "OmG move! Here comes the tank!".


It's been a while since I played D&D, but even I remember that if you made your saving throw, you could resist a spell. I don't know how it works in the various games currently available, but I'm pretty sure that in my mind, fighters should resist fear spells and tear through roots pretty quickly.

I'm also wondering about mass in games with collision detection - if I'm a little guy, and a big guy comes running at me, I would expect to be pushed back. The knockback I've seen in WoW isn't very impressive - I'm sure it could be done better.

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