tanking a la 3.1
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tanking a la 3.1
source : MMO CHAMPION
Tanking - Cooldowns
I said in one of these threads that having cooldowns that are too precious (usually because their cooldown is long) aren't fun. When you tanked Golemagg (and you were a warrior of course, because nobody else tanked) you had your nice Shield Wall button that you only used to avoid a wipe. Shield Block was used every time it was up. I think those are the extremes and we need to avoid them.
In other words, having oh snap buttons that you can use regularly (say every few minutes) is something we think is fun, especially if you can match them to the boss doing something terrible to you.
We definitely designed the DK to use a lot of cooldowns, in part because otherwise they would be hitting the same buttons they did when not tanking. But we recognize the danger of chanining cooldowns. One danger is it makes non DK tanks less viable on new or challenging content. Another danger is that tanking becomes a game where if you miss one button in the right fraction of a second then you wipe.
We also recognize that if we change DK cooldowns that their base mitigation would need to come up to compensate. We futher recognize that doing that too much leads to four tanks with the same exact health, armor and avoidance numbers. We don't want a world where the druid has Bear Wall and Bear Stand and Bear Block all of the same magnitude as the warrior, and some players would argue we are too close to that already.
However we also don't want a world where there is one real tank class and several backup tanks only suited for trash or heroics. That one real tank class was the warrior for a long time. We don't want it to be the DK or the druid or really anyone now. (Source)
Tanking - Crushing Blows
While crushing blows did help provide tanking niches, we just think they were too random. Particularly on challenging content, whether the tank lived or died had an awful lot to do with the frequency or timing of crushing blows. The mechanic also tended to over-reward avoidance in order to "push them off the table."
The "new crushing blows" are less random. We can make sure they don't happen in chains and we can choose to broadcast warnings to the raid when warranted so that players can choose to blow their cooldowns.
The problems we have are that some classes have better cooldowns than others, which are exacerbated by having very high avoidance numbers even in the first tier of content. Avoidance just puts back in some of the random element we were trying to minimize by pulling crushing blows.
It's fine if DKs have higher avoidance and better cooldowns. It's fine if druids have larger heatlh pools. We just need to make sure those mechanics don't give them an overwhelming advantage on some content, particularly the most important content (which is generally the fights that provide the best rewards).
We understand every tank is worried about being marginalized or even replaced. It's a tall order to keep the tanking mechanics different but within some level of partiy, but that is also to some extent what designing this game is all about. (Source)
Tanking - Patchwerk Test on PTRs
It is too early to have a "stance." We are still looking at the data and finalizing all of our tanking changes. But I can offer you some rambling thoughts.
1) When cooldown tank abilities have too long a cooldown they don't get used because you tend to save them for emergencies. When they are too short, you just blow them whenever because they will be back up. Hitting that sweet spot is tough especially when there are multiple cooldowns that can be chained.
2) The Patchwerk test used in these tests doesn't have the kind of timed, big hits that generally encourage players to save their cooldowns.
3) DKs are probably too good on tanking fights that do have those kind of timed, big hits if they are magical. Unfortunately the one really hard encounter in the game is a dragon that does just that.
4) Avoidance may be too high given what tier we're in.
5) We are trying to make frequent PTR builds. Part of that means it isn't feasible to go office to office and make sure everyone has every change checked in before we make a build. In some cases we change abilities and things like glyphs or set bonuses get left behind.
We greatly appreciate the numbers and the amount of effort players are putting into generating and interpreting those data. Let's please stick to analysis and not jumping to conclusions about who is getting benched in Ulduar.
If I need to say it again, the goal is that you can have any of the four classes as your MT, so long as that player has sufficient skill and appropriate gear and is backed up by a raid that knows what the blank they are doing. (Source)
Tanking - Cooldowns
I said in one of these threads that having cooldowns that are too precious (usually because their cooldown is long) aren't fun. When you tanked Golemagg (and you were a warrior of course, because nobody else tanked) you had your nice Shield Wall button that you only used to avoid a wipe. Shield Block was used every time it was up. I think those are the extremes and we need to avoid them.
In other words, having oh snap buttons that you can use regularly (say every few minutes) is something we think is fun, especially if you can match them to the boss doing something terrible to you.
We definitely designed the DK to use a lot of cooldowns, in part because otherwise they would be hitting the same buttons they did when not tanking. But we recognize the danger of chanining cooldowns. One danger is it makes non DK tanks less viable on new or challenging content. Another danger is that tanking becomes a game where if you miss one button in the right fraction of a second then you wipe.
We also recognize that if we change DK cooldowns that their base mitigation would need to come up to compensate. We futher recognize that doing that too much leads to four tanks with the same exact health, armor and avoidance numbers. We don't want a world where the druid has Bear Wall and Bear Stand and Bear Block all of the same magnitude as the warrior, and some players would argue we are too close to that already.
However we also don't want a world where there is one real tank class and several backup tanks only suited for trash or heroics. That one real tank class was the warrior for a long time. We don't want it to be the DK or the druid or really anyone now. (Source)
Tanking - Crushing Blows
While crushing blows did help provide tanking niches, we just think they were too random. Particularly on challenging content, whether the tank lived or died had an awful lot to do with the frequency or timing of crushing blows. The mechanic also tended to over-reward avoidance in order to "push them off the table."
The "new crushing blows" are less random. We can make sure they don't happen in chains and we can choose to broadcast warnings to the raid when warranted so that players can choose to blow their cooldowns.
The problems we have are that some classes have better cooldowns than others, which are exacerbated by having very high avoidance numbers even in the first tier of content. Avoidance just puts back in some of the random element we were trying to minimize by pulling crushing blows.
It's fine if DKs have higher avoidance and better cooldowns. It's fine if druids have larger heatlh pools. We just need to make sure those mechanics don't give them an overwhelming advantage on some content, particularly the most important content (which is generally the fights that provide the best rewards).
We understand every tank is worried about being marginalized or even replaced. It's a tall order to keep the tanking mechanics different but within some level of partiy, but that is also to some extent what designing this game is all about. (Source)
Tanking - Patchwerk Test on PTRs
It is too early to have a "stance." We are still looking at the data and finalizing all of our tanking changes. But I can offer you some rambling thoughts.
1) When cooldown tank abilities have too long a cooldown they don't get used because you tend to save them for emergencies. When they are too short, you just blow them whenever because they will be back up. Hitting that sweet spot is tough especially when there are multiple cooldowns that can be chained.
2) The Patchwerk test used in these tests doesn't have the kind of timed, big hits that generally encourage players to save their cooldowns.
3) DKs are probably too good on tanking fights that do have those kind of timed, big hits if they are magical. Unfortunately the one really hard encounter in the game is a dragon that does just that.
4) Avoidance may be too high given what tier we're in.
5) We are trying to make frequent PTR builds. Part of that means it isn't feasible to go office to office and make sure everyone has every change checked in before we make a build. In some cases we change abilities and things like glyphs or set bonuses get left behind.
We greatly appreciate the numbers and the amount of effort players are putting into generating and interpreting those data. Let's please stick to analysis and not jumping to conclusions about who is getting benched in Ulduar.
If I need to say it again, the goal is that you can have any of the four classes as your MT, so long as that player has sufficient skill and appropriate gear and is backed up by a raid that knows what the blank they are doing. (Source)
Re: tanking a la 3.1
mon anglais doit vraiment etre naze j'ai RIEN compris a ce qu'il raconte lol
izuko- Commateux
- Nombre de messages : 1962
Age : 37
Localisation : VILLEMEUX 28
Date d'inscription : 28/04/2008
Re: tanking a la 3.1
En gros > sur les cooldwns des tanks
blibli ne veut aps faire du DK la classe incoutournable pour tanker, bien au contraire; ils ne mettront donc aps de multi CD au war/paladin/drood. et ils disent en fin de post que le war est LA vraie classe de tank pour un long moment
blibli ne veut aps faire du DK la classe incoutournable pour tanker, bien au contraire; ils ne mettront donc aps de multi CD au war/paladin/drood. et ils disent en fin de post que le war est LA vraie classe de tank pour un long moment
Re: tanking a la 3.1
et un nerf des cds du dk j'imagine
edit: après quelques lecture le dk prend un très violent nerf au niveau tanking
edit: après quelques lecture le dk prend un très violent nerf au niveau tanking
Vérue- Commateux
- Nombre de messages : 492
Age : 41
Localisation : Tours
Date d'inscription : 29/04/2008
Re: tanking a la 3.1
mouarf ça pu mais falais ci attendre...
ta vu quoi comme nerf? je suppose qu'on va perdre des cd?
ta vu quoi comme nerf? je suppose qu'on va perdre des cd?
izuko- Commateux
- Nombre de messages : 1962
Age : 37
Localisation : VILLEMEUX 28
Date d'inscription : 28/04/2008
Re: tanking a la 3.1
oué ba c'est pas nouveau ça, pré bc les 3/4 des tank était war, a BC ta cas regarder rien qu'illidan c'était OBLIGATOIREMENT un war, puis les sort qu'il vous ont mit pour mieux géré le multi-tanking, un mechant up de votre agro ext extokar a écrit:ils disent en fin de post que le war est LA vraie classe de tank pour un long moment
izuko- Commateux
- Nombre de messages : 1962
Age : 37
Localisation : VILLEMEUX 28
Date d'inscription : 28/04/2008
Re: tanking a la 3.1
-Résistance magique : Présence givre réduit les dégâts magiques de 10% au lieu de 15%
-Nerf des CD : Changeliche useless , armure incassable a 2min et bouclier d'os a 2min pour les tank impie
-Nerf du tanking AoE : rafale hurlante passe a 10 sec de CD
-Nerf de la parade : -10% de parade en combat (barrière de lame réduit dégats de 5% au lieu d'augmenter la parade de 10%)
- Volonté de la necropole a un cd interne de 15s.
- sang vampirique : cd passe de 1min a 2min
Pour le war est la meilleure classe de tank actuellement c'est pas le cas, les dks sont supérieur sur le tanking magique, meilleur en encaissement via les cds malgré l'absence de blocage, et n'ont clairement rien a envier au palas en tanking aoe.
Après ce patch si tout reste comme c'est pour le moment les dks seront des tanks classique sans vraiment dominer dans un domaine particulier, peut etre le tanking magique mais il y a du up chez les pals de ce côté là.
-Nerf des CD : Changeliche useless , armure incassable a 2min et bouclier d'os a 2min pour les tank impie
-Nerf du tanking AoE : rafale hurlante passe a 10 sec de CD
-Nerf de la parade : -10% de parade en combat (barrière de lame réduit dégats de 5% au lieu d'augmenter la parade de 10%)
- Volonté de la necropole a un cd interne de 15s.
- sang vampirique : cd passe de 1min a 2min
Pour le war est la meilleure classe de tank actuellement c'est pas le cas, les dks sont supérieur sur le tanking magique, meilleur en encaissement via les cds malgré l'absence de blocage, et n'ont clairement rien a envier au palas en tanking aoe.
Après ce patch si tout reste comme c'est pour le moment les dks seront des tanks classique sans vraiment dominer dans un domaine particulier, peut etre le tanking magique mais il y a du up chez les pals de ce côté là.
Vérue- Commateux
- Nombre de messages : 492
Age : 41
Localisation : Tours
Date d'inscription : 29/04/2008
re
Moi je dis vu que vous êtes LA vraie classe de tanking je vous laisse ma place sur le tanking des dragonnets et puis on en reparle^^gniark gniark.
war=tapette^^
war=tapette^^
Tralzeust- Commateux
- Nombre de messages : 2201
Age : 35
Localisation : toulouse
Date d'inscription : 10/07/2008
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