Hear that? That's the sound of taunt dying.
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PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
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This is being tested on Test right now...
Yeah...
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What's the point, taunt is basically useless in PvP anyway, I've tried and tried and tried to use it and it does nothing or nothing significant as far as I see.
It used to have at least a 50% chance of hitting...
Now...*sigh*
Wait... they're nerfing it further? At least tell me if they're nerfing this, they're at least making it auto-hit or something.
Nope. Also on a happier note (...), hurricane is getting nerfed in PvP and they announced the Patron Powers for CoV...
Why. Do. Stalkers. Get. A. Snipe.
On a bit of a happier note for non-stalkers, Placate is getting nerfed.
Wait...People still take taunt?
How cute!
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Wait...People still take taunt?
How cute!
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Taunts a highly useful tool. Apparently not so useful in pvp, but it's still quite useful in pve.
Taunt does something? I thought it was just en emote in the tanker set.
Conspiracy Theorists UNITE!!!
Nerf to defense, nerf to agro control......*wonders what will get axed next...
Oh and that whole toggle dropping thing, just a smokescreen- don't buy into it....resist...must resist.....
When I saw that I thought "This confirms it, they absolutely hate Tankers."
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Nope. Also on a happier note (...), hurricane is getting nerfed in PvP and they announced the Patron Powers for CoV...
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Hurricane wan't that big of a deal in PvP. Plenty of powers and AT that can totally ignore it.
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Why. Do. Stalkers. Get. A. Snipe.
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According to Castle Stalker Snipe + Crit < Blaster Snipe. So meh...
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Aparently they consider tankers are way too powerful in PvP.
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*kills himself rather than level another toon*
Yawn. I don't recall taunt being a terribly effective tool in PvP and this change makes no effect on the massive usefullness if PvE.
So speaking as a aggro control tank, this makes zero impact on that end of the spectrum. I'll still take as many taunts as I can get my hands on!
[ QUOTE ]
PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
[/ QUOTE ]
So... it's a fear effect now?
Wow, nerfing the weak stuff...interesting....
Look out Trick Arrow!
Life - a sexually transmitted terminal condition.
[ QUOTE ]
[ QUOTE ]
PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
[/ QUOTE ]
This is being tested on Test right now...
Yeah...
[/ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.
I think I love you.
Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.
Truedusk - Human Rogue
Well, stuff like this is why I havn't played my tanker since I5.
Malakim
Malakim
-Playing since COH beta and still love the game!
WEWT! FEEL MAH POWA!!!11!!
But...seriously...what's the use of taunt then? If it's left at 50% to hit, and I assume punchvoke will likely have some kind of percent effectiveness scale (ie, each hit has a 20% chance of taunting or some such), I mean...really...what's the point of taunt?
Perhaps if it's range where higher, but the LoS restrictions scare the crap out of me, especially vs stalkers. It's an interesting game mechanic...but you really have to get it right on this one.
Could you bump back up the % taunt to-hit but lower the pvp duration? The theory being, use taunt to pull an attacker off a foe, but to keep his attention you have to move in and attack them as well, with punchvoke? Either that or REALLY look into increasing it's range, plz.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
[/ QUOTE ]
This is being tested on Test right now...
Yeah...
[/ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.
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Will this include taunting auras?
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
[/ QUOTE ]
This is being tested on Test right now...
Yeah...
[/ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.
[/ QUOTE ]
Oh god no.
Why? Are Tankers not dying fast enough in PvP?
Are players not getting annoyed by Taunt enough in PvP?
Are Tankers just going to be running around and causing people to flee so the taunt will wear off faster?
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Are Tankers just going to be running around and causing people to flee so the taunt will wear off faster?
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All tankers will become what fire tankers did with the burn change: Basically they run into the area, launch an attack, and everyone starts running away from the tanker!
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Don't know if this is I7 or before but...Guantlet will work in PvP soon.
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Does this mean the single target punch taunt for brutes will come back also for PvP? It would only be fair and kind of funny since it was already in and taken out.
[ QUOTE ]
PvPTaunt changes: When a player is being taunted, the effect can now be broken by running a good distance away. Additionally, hiding out of LOS of the taunter will cause the effect to expire sooner.
[/ QUOTE ]
This is being tested on Test right now...
Yeah...