Hear that? That's the sound of taunt dying.


Alimistar

 

Posted

[ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]
Heeeeeee


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

[ QUOTE ]
[ 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?

[/ QUOTE ]

If they're running away, they're not attacking the team.


Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.

Truedusk - Human Rogue

 

Posted

[ QUOTE ]
[ QUOTE ]
[ 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?

[/ QUOTE ]

If they're running away, they're not attacking the team.

[/ QUOTE ]
You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"


 

Posted

[ QUOTE ]
You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"

[/ QUOTE ]

If you are fighting one guy, he's prolly running anyways.

If you are fighting a team, that team just became that much easier and your team can get their points that much easier.

If yer the one running away, I doubt your team will be very happy either with you.


 

Posted

Geez. I read the title and thought something bad was happening to Taunt. Taunt is still fine for PvE so it's not dead thankfully.


 

Posted

[ 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 ]
Can anybody say, "Love for Tankers!"? De-toggling is being "reined in" and now a use for Gauntlet in PvP.

But I wonder, how will Gauntlet be used in PvP? Will it affect targets in the same way that it does in PvE or will it be watered-down somewhat? There's also the possibility of giving Gauntlet a completely new functionality in PvP. Hmmmm.

Details, Devs! We want details!


 

Posted

[ QUOTE ]

You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"

[/ QUOTE ]

I find this a much more palatable problem then the current "hope my taunt hits or he's dead, cause there's no other way I'm going to be able to get this guys attention and he's totally ignoring my tank atm anyways" issue.

If we've already made the mental leap from "omg I can't protect my f-ing team!" to "omg, this will reduce our offensive capability", I'm pretty much ok with that tradeoff. Since when, in recent times, was taunt that offensive anyways?


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ 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?

[/ QUOTE ]

If they're running away, they're not attacking the team.

[/ QUOTE ]
You tell that to a team and see how they respond. Most likely, you'll hear stuff like, "Do we get points for people fleeing?"

[/ QUOTE ]

If I'm playing a defender, I've got a bulls eye on my forehead. If the tank is going around punching people and forcing them to attack him, all of a sudden the bulls eye has just moved... And it's alot easier to keep a tank alive than a blaster.


Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.

Truedusk - Human Rogue

 

Posted

[ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]

I could kiss you.

~Gabriel


 

Posted

I get what you're both saying, but unless they're substantially changing what Gauntlet does, I see Tanks going from "nigh-useless in PvP" to "just annoying", like they were before they changed how Taunt worked.

Honestly, if the possibility of anyone remaining perma-Taunted is there, it's gonna be a pain.

Personally, I don't want Tanks given usefulness in PvP at the expense of other players enjoying themselves.


 

Posted

[ QUOTE ]
I get what you're both saying, but unless they're substantially changing what Gauntlet does, I see Tanks going from "nigh-useless in PvP" to "just annoying", like they were before they changed how Taunt worked.

Honestly, if the possibility of anyone remaining perma-Taunted is there, it's gonna be a pain.

Personally, I don't want Tanks given usefulness in PvP at the expense of other players enjoying themselves.

[/ QUOTE ]

This is kind of what I'm wondering too. I mean if the completely remove detoggling then maybe it will be enough to give tankers a use in PvP. If there is still going to be a form of detoggling though then I could see tankers just getting beaten down.

Example.
Hero team comes up to villain team.

Tank goes in first punchvokes 3 players.

Tank gets hit with Assassin Strike, Bone Smasher whatever.

Tank has two toggles supressed (reduced effectiveness but toggle still on).

Tank gets ripped apart by the players he just punchvoked.


I mean this is all speculation and it's awesome that gauntlet may have a use in PvP, but in a way this change can be a bad thing it just depends on how it's worked in. I mean I'm sure there's been a time for each tanker when he's aggroed more than he can handle. In PvP players are way more intelligent so that would be like agroing a full group with no toggles on heh. Again this could be an awesome change and it could completely suck, I think it depends on how detoggling will work.

Also will this change work for Brutes and taunt auras also?


 

Posted

Magic... you can't expect a Tank to go into a group and solo them. If a tank is goin in to absorb the alpha, he better have defenders, controllers, or both backing him up.


Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.

Truedusk - Human Rogue

 

Posted

I wasn't saying solo. We'll see but toggle dropping makes tanks very vulnerable.


 

Posted

[ QUOTE ]
Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]

HOLY CRAP! Some GOOD news for atleast one support AT... it's about frikkin time.

Let me guess though? It will only work 5% of the time like my crappy chance of toggle dropping with Repel?


 

Posted

[ QUOTE ]

Example.
Hero team comes up to villain team.

Tank goes in first punchvokes 3 players.

Tank gets hit with Assassin Strike, Bone Smasher whatever.

Tank has two toggles supressed (reduced effectiveness but toggle still on).

Tank gets ripped apart by the players he just punchvoked.


[/ QUOTE ]

Thats solo. I don't see where the controller buffs you or debuffs them. I dont see where the blaster goes in and nukes etc.

I'm not picking on you... it's just that your example above is solo.

Right now if the tank goes in, taunt will probably miss... and everyone will just kill the controller, blaster, etc.


Currently roleplaying, badgehunting, and laughing at the PvPers of CoX. lol, PvP.

Truedusk - Human Rogue

 

Posted

If it does affect taunt auras, I hope this doesn't apply to Scrapper/Invulnerability/Inviniciblity. I really could do without the attention. But then, I solo too much.


 

Posted

Yeah I'm also not including the other sides buffs and debuffs.


 

Posted

[ QUOTE ]
Can anybody say, "Love for Tankers!"? De-toggling is being "reined in" and now a use for Gauntlet in PvP.

[/ QUOTE ]

reined in? Get rid of it altogether!


[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]

[url=http://boards.cityofheroes.com/showthread.php?t=114726][color=black][b][size=5]Moon [color=red]Hazard [color=black]Zone![/size][/color][/color][/color][/b][/url]

 

Posted

[ QUOTE ]

Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]

So does that mean Brutes single target taunt ability will workin in PvP as well in the future?


 

Posted

[ QUOTE ]
I think I love you.

[/ QUOTE ]

So what are you so afraid of?


 

Posted

[ QUOTE ]
[ QUOTE ]

Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]

So does that mean Brutes single target taunt ability will workin in PvP as well in the future?

[/ QUOTE ]
what? Taunt doesnt work for brutes? I thought it had the secondary effect of raising your rage on top of ... well.. Taunting... ?

HUH!


 

Posted

[ 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 ]

Keep that. Adjust Tanker damage down some and leave us the PBAoE attacks for all Tanker Secondaries that we have right now on test. Oh, and work some end changes in to compensate for the upper level powers or rearrange when the powers become available.


"I never said thank you." - Lt. Gordon

"And you'll never have to." - the Dark Knight

 

Posted

[ 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 ]

With all the unresistable damage in PvP, i sort of wish it didnt.


 

Posted

[ QUOTE ]
[ QUOTE ]

Don't know if this is I7 or before but...Guantlet will work in PvP soon.

[/ QUOTE ]

So does that mean Brutes single target taunt ability will workin in PvP as well in the future?

[/ QUOTE ]
Brutes don't get Gauntlet, thus this is unlikely to affect Brutes.

I can also recall just after release a PvP bug that allowed a Brute's own version of "punchvoke" to work in PvP , this error was corrected; a Brute's punches was taunting an opponent.


 

Posted

[ QUOTE ]
[ 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 ]

With all the unresistable damage in PvP, i sort of wish it didnt.

[/ QUOTE ]
My guess is that PvP-Gauntlet will be a single-target Taunt with a minor chance of taunting the attacked target. Conceptually, the more punches a Tanker lands on an opponent, the more likely the target will be taunted.

That's just my hunch.