Thread: An idea....
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Old 10-19-2013, 01:45 AM
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knowom
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I'd like to do something regarding tank roles and turning them into more defined specialty roles with different and clear purposes and intentions. The tanks in mind of course are Warrior, Shadow Knight, and Paladin. I don't think might will be done changing or altering lesser tank roles like rangers, monks, or bards.

My thoughts on the topic are to make Paladin into the ultimate defensive tank, but would be restricted to a 1h and shield. Shadow Knight would be specialized as a pure 2h weapon tank. Warrior would be setup built around the idea of dual wielding special 2h weapons that are warrior only, but function as 1h weapons of designed with 2h weapon graphic styles.

I'll defiantly need to think it over on ways to balance it all out so it works well, but I think it'll make stuff interesting and different. I do want to find a nice way to incorporate collective tanking mitigation in the case of multiple tanks in a way that makes it so players and tanks can work together better and still be useful to one another. I think a stamina drain mitigation stance shielding for one another would be a neat method of doing that they could be a bit different base on the class.

Paladins I'd like to feature a mitigation stance based around blocking to mitigate and thus outright lower and reduce damage directly. Shadow Knight and Warrior could both receive a parry based stance that's more like dodge skill in that it helps mitigate damage by out right avoiding it, but it comes with the downside of being a streaky form of mitigation the stamina drain for that stance would be slower for warrior because of the new weapon style proposed concept I mentioned. Shadow Knight on the other hand to offset that could get some interesting new lifetap spells twists that are helpful where the heal portion of the spell is divided amongst the group. Bezerker class isn't really a tank, but I'd like some minor customization to them like a stamina drain stance that gives the group a temporary crit/spell crit boost. This is all conceptual design ideas for now a bunch of it could change over time. Ranger I would like to have a stamina drain stance that diverts a portion of spell damage from a tank over a period of time and redistributes it on themselves that requires a bow.

I think the typical tanking aspect in terms of raiding and group friendliness and fun factor is more then a little bland personally. I want players to feel like sweet I matter and am doing something useful that helps, but playing the role I want to play. I hate the stereotypical tank group feeling you run across where it's just like sorry we have a tank all ready in the group/raid so would you politely go **** yourself and play a different class that matters. I know it's going to happen some regardless for various reasons, but reducing the dependency on having to min/max group makeup would be great to try and improve for the better while giving players more purposeful tailored roles they wish to explore.

So I was thinking about mudflation and your never going to fully counteract it while making all players happy because they all have their own personal needs and wants which you can't fully appease 100% of the time anyway. I'm still fascinated at the idea of making widespread use of no rent itemization. I would like some form of permanent itemization however, but in a limited fashion. I'm not sure if augments can be no rent drops or not though that might be a cleaver way to implement and utilize the idea. Another thing I was thinking of was sort of what Nerdgasm said about Charms that continually upgrade and get better if everything was no rent aside from a Charm that did that it might be neat. I'm also curious if you put a augment on a no rent item and log out if you get the augment back.

I just have this general idea in my head where every time you log on your character you need to go through somewhat of a gearing process finding loot off mobs based upon what you know in terms of where things drop. It creates a different challenge each time because your experience is permanent and your charm upgrades are as well and possibly either the augments or equipment slots could be as well is my hopes. It should get easier over time, but should always be somewhat of a challenge figuring out the sweet spot of just how quickly can your character re-equip and get back to the front lines of exploration and conquest based around their level and charm along with any other permanent items they do retain. Perhaps that wouldn't be fun at all though I don't know, but I think the idea and challenge of it would be a neat one. It might also be something that could be used selectively some how as well like a batch of zones require a set of no rent gear in order to get permanent gear to progress beyond that tier.

Still actively looking for enthusiastic developers BTW for whatever different elements of this DOTAQuest project ends up curtailing.
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