Official Thread for Taunt Changes


Angello

 

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My taunt is well slotted (3 taunt enhancers) and I have 1 taunt enhancer in each primary attack.

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How would you know? I mean with 3 Taunt Enhancers in Taunt, you're basically never giving your attacks time to Taunt if you're using Taunt itself regularly.


 

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My taunt is well slotted (3 taunt enhancers) and I have 1 taunt enhancer in each primary attack.

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How would you know? I mean with 3 Taunt Enhancers in Taunt, you're basically never giving your attacks time to Taunt if you're using Taunt itself regularly.

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We started slow, just seeing when the taunt effect would show up for various things and how long it would last. Before we got going full out we tested each of the attacks and he told me when he got taunted. I wasn't keeping track of the numbers, but it was a fairly low percentage chance to taunt, but when he did get taunted it was something on the order or 8-10 seconds without his assault running.

During the fight, I put taunt on to get him initially locked on, then just beat on him as much as possible. If we were standing toe-to-toe and duking it out, I usually didn't have to taunt again, I got enough of an effect out of gauntlet to keep him taunted. If we were bouncing around and moving, gauntlet wasn't enough - I needed the ranged taunt.

The taunt aura, BTW, did nothing whatsoever, so I turned invinc off for most of the fight to conserve endurance.

Gauntlet alone isn't going to keep your teammates 100% safe, I think that's pretty clear, but I've never been particularly opposed to taking taunt on a tanker once they are strong enough to take the aggro.


 

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BTW, he told me that at one point he had 3 stacking taunt icons on him during one of our slugfests.


 

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BTW, he told me that at one point he had 3 stacking taunt icons on him during one of our slugfests.

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Cool. Now have they created a status sfx for Taunt, so that when you look at another player you can tell they're Taunted?

Edit: and sorry I'm grilling, but I've been dealing with a bug with NCSoft support that has required me to reinstall several times, and I'm first now downloading the patch.


 

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Let me say first that I don't play a tank. I do, however, play a scrapper with Confront. (Spines version of Taunt)

I am in favor of letting Taunt enhancements also increase accuracy for PVP only. But - I can see where that would possibly be difficult to code. It would be a first, in that you would have an enhancement which has a dual purpose, but *only* has a dual purpose in PVP. While we do have dual purpose enhancements presently, the non-Hami ones are limited to corresponding abilities. I.E. End Modification handles both end drain and end recovery, Slows handle both -speed in the target/enemy and +speed in the ally/self. Taunt Duration and Accuracy are two completely different enhancements. I suspect that this will make it difficult to code any possible taunt/acc enhancement unless it's a new kind of Hami/Hero Origin. I also suspect that it will be highly unlikely to happen, given that this would make the Taunt Duration enhancement a non-complimentary dual purpose enhancement. Those have been reserved thus far for Hami, Hydra, and other specifically dual-purpose special origin enhancements.

I admit that I am presently unclear as to how this will affect the Scrapper taunt. As I recall, Scrapper taunts require a to-hit check, and thus can already be slotted for accuracy. (It's late. I'm tired. I'm not logging in to check. My Scrapper's isn't acc slotted yet, and I've never seen it miss. So I could be wrong. If I am, feel free to correct me.)


@SithRose and @Sith Rose
Permanent resident of Virtue
"Mommy, I need Cthulhu. He keeps the bad dreams away."

 

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ugh, i want to state right now that i am joining the bandwagen here, the idea of limiting enhances to only specific areas makes me flat out mad. day in and day out i feel like tanks are becoming the red headed [censored] children of coh. punchvoke never worked in pvp untill they listened to the hordes of people crying and added it for i7. we were the only AT whose inherrent power did not work in pvp. aoe taunts such as invincibility as of now do not work in pvp. to my knowledge there are no plans from the devs to fix the issue. i would much rather see a more realistic solution from the devs, anything but making enhances required for a zone or three and completely worthless in pve where the majority of the game's population spends it's time.


 

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OK, I have a stupid question here, but figured this would be the place to ask it.

Does the fact that Def affects Taunt mean that Defense also affects Placate? Since Placate is -Aggro, and Taunt is essentially +Aggro, shouldn't the same changes apply to Placate that apply to Taunt?

As it stands Placate is a PITA to deal with because there is no way to avoid it. I know that Assault is supposed to add Placate/Taunt resistance, cutting down on the time that you are affected by it, but if they make Defense apply to Taunt, then it would make sense to me that Defense should also apply to Placate. I mean honestly, Fair is Fair right?


"Me, I assume 99% of the world's population are full-blown *******. Humanity seldomly lets me down."--Eisregen
�Think of how stupid the average person is, and realize half of them are stupider than that.�
― George Carlin

 

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Since Placate is -Aggro, and Taunt is essentially +Aggro, shouldn't the same changes apply to Placate that apply to Taunt?

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Placate is not -aggro. Taunt is not +aggro. They are both status effects, like Confuse or Fear, nothing more, in PvP or PvE.

Given that Placate autosucceds in PvP as is while Taunt has a failure rate, this change will not automatically merit a change to Placate. There is probably someone on the development team rating Placate differently because of how DoTs or latency affects Placate and not Taunt. Remember, these are the people who thought Stalkers needed a pvp-only buff. Don't expect too much.


 

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Please consider changing taunt enhancements so that they will boost accuracy and duration in PvP. I can't stand the thought of slotting a power for PvP use what will provide ZERO benifit in the PvP game.

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QFE

Either that or allow us a "PvP build" that applies itself as we enter a PvP zone and a "PvE build" that applies itself as we leave a PvP zone.


 

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You know, if you really think having different pve and pvp builds as far as slotting in taunt is a problem, they'll probably just put a to hit check in pve taunt.


 

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PvPGauntlet doesn't appear to be hitting all that often; is there any chance we can get _Castle_ or someone else to give us the numbers on this one?

Thanks in advance.


 

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PvPGauntlet doesn't appear to be hitting all that often; is there any chance we can get _Castle_ or someone else to give us the numbers on this one?

Thanks in advance.

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Can't really give you numbers, since every power is different. It's calculated in the same manner that Endurance cost is, however, so the more end a power costs, the greater its chance for Taunt.

Chances range from 6.7% to 43.5% per attack (well, aside from 1 bug I just found, which gives a 100% chance to one power. Grr!)


 

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And what power is that..........

Anyways, is it tied directly to endurance cost or is it a seperate attribute just calculated relative to end cost. Meaning if you slot for end reduction currently, does this lower the chance of a successful taunt?


 

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And what power is that..........

Anyways, is it tied directly to endurance cost or is it a seperate attribute just calculated relative to end cost. Meaning if you slot for end reduction currently, does this lower the chance of a successful taunt?

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Ooooh.. good question. And let's hope it's a separate attribute. Kind of silly otherwise, although the sort of thing that might slip by the coding phase.


 

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It's completely seperate, sorry guys.


 

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When confused and then taunted/hit with gauntlet, their name is still blue.. does that mean I effectively can't attack anyone for the next 2 minutes?


 

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It's probably tied to the base end cost, so enhancements will have no effect on it.


 

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PvPGauntlet doesn't appear to be hitting all that often; is there any chance we can get _Castle_ or someone else to give us the numbers on this one?

Thanks in advance.

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Can't really give you numbers, since every power is different. It's calculated in the same manner that Endurance cost is, however, so the more end a power costs, the greater its chance for Taunt.

Chances range from 6.7% to 43.5% per attack (well, aside from 1 bug I just found, which gives a 100% chance to one power. Grr!)

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So in theory, if you want to taunt a villain (without using Taunt itself), use your heaviest attack first (e.g. Foot Stomp, Knockout Blow, Total Focus, Seismic Smash, etc.). Thanks _Castle_, that's the sort of info I was looking for.


 

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Can't really give you numbers, since every power is different. It's calculated in the same manner that Endurance cost is, however, so the more end a power costs, the greater its chance for Taunt.

Chances range from 6.7% to 43.5% per attack (well, aside from 1 bug I just found, which gives a 100% chance to one power. Grr!)

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So we've only gone from a non-functional inherent to one that is, at best, 40% functional - and really something much less considering the 7% low end chance, and the fact that primary damaging powers don't Taunt.

Seems almost pointless.


 

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It's completely seperate, sorry guys.

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You make is sound like bad news.


CatMan - some form on every server

Always here, there, and there again.

 

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So we've only gone from a non-functional inherent to one that is, at best, 40% functional - and really something much less considering the 7% low end chance, and the fact that primary damaging powers don't Taunt.

Seems almost pointless.

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I don't really want to get into a debate on this, so I'll give a couple reasons for it, and go from there.

We're testing this. We don't want to go overboard on it, then have to reduce its effectiveness later, which is a very real concern with this. This lead us to start off low, and build up from there. What you folks are testing currently is the 'second draft' of PvP Gauntlet.

For those of you remember the CoV End of Beta event with the signature heroes battling all the players, we found a very curious problem during that event: It quickly became completely impossible to know who/where your target was. There were so many characters taunting continuously, that it was not only not fun, but essentially not playable.
So, we are trying to make sure that Taunt Ping Pong doesn't become a major concern in PvP. We want Gauntlet to be a bonus which helps, but it is not meant to replace Taunt or related powers.


 

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That's an acceptable answer. Sometimes I forget you're more responsive then other devs.

My concern with a lower start is simple: the time frame any sort of upswing for these things (PvE Combat Changes for DEF) or similarly downswing (Toggle Dropping) is many months. For example, Jack told me about the PvE Combat Change going back into October - that's 7 months ago. And people have been clamoring for DEF to better equate to RES since CoH beta.

The process for these sorts of things just takes too long. How long do you plan to look at this before you decide it needs a tweak (up or down)? 1 month? 2 months? 6 months?

And if you're concerned about raising it higher, then why not just give Tankers something else to compensate?


 

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So we've only gone from a non-functional inherent to one that is, at best, 40% functional - and really something much less considering the 7% low end chance, and the fact that primary damaging powers don't Taunt.

Seems almost pointless.

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I don't really want to get into a debate on this, so I'll give a couple reasons for it, and go from there.

We're testing this. We don't want to go overboard on it, then have to reduce its effectiveness later, which is a very real concern with this. This lead us to start off low, and build up from there. What you folks are testing currently is the 'second draft' of PvP Gauntlet.

For those of you remember the CoV End of Beta event with the signature heroes battling all the players, we found a very curious problem during that event: It quickly became completely impossible to know who/where your target was. There were so many characters taunting continuously, that it was not only not fun, but essentially not playable.
So, we are trying to make sure that Taunt Ping Pong doesn't become a major concern in PvP. We want Gauntlet to be a bonus which helps, but it is not meant to replace Taunt or related powers.

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I have to say: I think it may well be time to bite bullet and admit that there's a good chance that this is just the wrong mechanic for the game.

Thanks for responding, though!


 

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[quoteSo, we are trying to make sure that Taunt Ping Pong doesn't become a major concern in PvP.

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In that case, why not supress other taunts. If tank A taunts, tank B (or any other person) cannont over-write your taunt. It can still be applied if tank's A taunt wares off, then tank B's taunt will go into effect. If tank A keeps taunt due to reapplicaitons, Tank B may never get taunt to go into effect. This would remove the "taunt ping pong" effect.


 

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i like the idea of not taunting off another taunter. but honestly i'm down for anything which makes it so tanks are pvp-able