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What do you want from a tank in ranked pvp?

STAR WARS: The Old Republic > English > PvP
What do you want from a tank in ranked pvp?

krosswong's Avatar


krosswong
02.22.2018 , 04:45 PM | #31
Quote: Originally Posted by Glocko View Post
I take it you dont play Fury Marauder or a Merc.... no dps compares to tank survivability.... what game are you playing
We're taking about the burst, and aoe burst I guess, potential of a tank - not survivability.

If we're talking about overall damage done by a tank over the course of an entire match then we take survivability into account. If that's the case however, talking about how much damage they can do in a single gcd is stupid and irrelevant.
The Guildkiller Legacy

Harbinger's #1 pub side trash.

wadecounty's Avatar


wadecounty
02.22.2018 , 04:53 PM | #32
Quote: Originally Posted by KendraP View Post
And again, if they could figure out how to code in a difference for PvP and pve why couldn't they figure out how to code in a fix for tank stats?
Coding in abilities that act differently depending on setup is proven, its been done. How do you change tank stats to work the way you want in a way that PvP remains balanced? Give me an idea, its not as simple as "ok make them work on all attacks", if you did that tanks would take so long to kill in PvP that any match where a team has 3 tanks, no node would ever be captured.
Kandel - Juggernaut Lef - Guardian
Nyeetra - Assassin Milarra - Sage
Lendros - Mercenary Jakor - Vanguard
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KendraP's Avatar


KendraP
02.22.2018 , 04:56 PM | #33
Quote: Originally Posted by wadecounty View Post
Coding in abilities that act differently depending on setup is proven, its been done. How do you change tank stats to work the way you want in a way that PvP remains balanced? Give me an idea, its not as simple as "ok make them work on all attacks", if you did that tanks would take so long to kill in PvP that any match where a team has 3 tanks, no node would ever be captured.
Honestly I don't think they can do either without screwing something up. That's really why I defend skanking despite hating it. I think any change they make will either ignore the problem or destroy PvP tanking.

wadecounty's Avatar


wadecounty
02.22.2018 , 05:16 PM | #34
Quote: Originally Posted by KendraP View Post
Honestly I don't think they can do either without screwing something up. That's really why I defend skanking despite hating it. I think any change they make will either ignore the problem or destroy PvP tanking.
That's fine if you don't think they can. I think they can, I think a simple PVP only reduction in AOE capabilities of tanks would solve most of the issue. Reducing tanks AOE capabilities to 3.0 levels, possibly reducing the burst of Crushing Blow for Juggs specifically.

I can't think of a way to make tank stats work in PvP without fundamentally screwing all the rest of the balance.
Kandel - Juggernaut Lef - Guardian
Nyeetra - Assassin Milarra - Sage
Lendros - Mercenary Jakor - Vanguard
Iseline - Operative Lysandere - Gunslinger

kissingaiur's Avatar


kissingaiur
02.23.2018 , 09:31 AM | #35
Quote: Originally Posted by wadecounty View Post
I can't think of a way to make tank stats work in PvP without fundamentally screwing all the rest of the balance.
How about specifically changing shield/absorb works in pvp. Transfering damage from a player to the tank is a mechanic only for pvp. Just tie the amount of damage transfer based on how much shield/absorb you run in pvp (caping at 50%). Wearing pure dps gear would hinder how much your guard protects a player.
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wadecounty's Avatar


wadecounty
02.23.2018 , 01:02 PM | #36
Quote: Originally Posted by kissingaiur View Post
How about specifically changing shield/absorb works in pvp. Transfering damage from a player to the tank is a mechanic only for pvp. Just tie the amount of damage transfer based on how much shield/absorb you run in pvp (caping at 50%). Wearing pure dps gear would hinder how much your guard protects a player.
This is interesting, although it leaves Defense high and dry. Still, interesting concept. Would be quite a massive nerf to guard though, which could in the short term make burst comps overwhelming until more tweaks are made. Although I guess that depends how shielding works through guard, they could tweak it so a little bit of it is a bit worse than current guard, and maxed stats is a bit better, or something.
Kandel - Juggernaut Lef - Guardian
Nyeetra - Assassin Milarra - Sage
Lendros - Mercenary Jakor - Vanguard
Iseline - Operative Lysandere - Gunslinger

memerobot's Avatar


memerobot
02.23.2018 , 04:52 PM | #37
Quote: Originally Posted by kissingaiur View Post
How about specifically changing shield/absorb works in pvp. Transfering damage from a player to the tank is a mechanic only for pvp. Just tie the amount of damage transfer based on how much shield/absorb you run in pvp (caping at 50%). Wearing pure dps gear would hinder how much your guard protects a player.
Even though its a good idea, assassins will be ridiculously benefited that way (if you include shield rating that is) while PT and Jugg receive the poor end. Although if we switch that to absorption only, perhaps that would be different. All tanks have abilities that increase absorption.
You can say that PT may benefit from this but remember that the increased absorption from Heat Blast is only temporary and the ability can have a fairly long CD if unlucky with the procs. Sin tank, if not attacked, can have the floating things around it permanently.