Original Post — Direct link
Taunt/Hate systems are great for PvE but not so much in PvP (usually implemented as a hard CC - which is meh).
Can you adapt the system so it works in PvP?

Identity of the Tank is to:
[list]
[*] be a threatening presence to the enemy
[*] engage the enemy on the front line
[*] absorb damage(and other stuff) on behalf of the team
[/list]

Idea:
- building 'Hate' on other players prevents them from casting non-offensive abilities, but lets them cast offensive abilities as normal. The hate debuff is removed when enough damage is dealt to the tank, and then non-offensive abilities can be cast again.

What this would do:
[list]
[*] If a tank gets into the backlines, the healers and supports are screwed until DPS party members free them from the hate Debuff
[*] This naturally means the Tank is always a threat that cannot be ignored
[*] This naturally means the Tank will get focused if they reach the backlines
[*] This naturally means the Tank will absorb enemy DPS for his team
[/list]

I think this preserves the core identity of the Tank and allows them to make great plays in PvP.

Are there ways to exploit this idea?
over 3 years ago - Vaknar - Direct link
maouw;d-51459


Identity of the Tank is to:
[list]
[*] be a threatening presence to the enemy
[*] engage the enemy on the front line
[*] absorb damage(and other stuff) on behalf of the team
[/list]



Interesting!

So, with that being said on Tank identity, I'd ask - *should* Tanks have an effective taunt ability in PvP at all, or is their identity as a Tank strong and potent enough in PvP that it doesn't require it? Good topic!