For the Tank Rework
I was hoping that we could please make sure to consider that a tank in PvE games is a tank because of artificial "threat" against an NPC. In PvP games, tanks need to be able to output some form of threat (usually via damage) to make them 'tanks' (to make the enemy think targeting is even worthwhile)
If enemies don't target the tank, they can't tank any damage and can't perform their function.
Another Reddit person pointed out that it sounds like they want to implement some sort of empowering capability which bolsters allies to tanks going forward. that right there is the "threat".
So I was thinking this might be a fun mechanic that could bolster the support role and help it be more satisfying and visually rewarding while also appealing to many kinds of supports.
One dedicated "Support" Talent keystone in each category.
| Offense | Utility | Defense |
|---|---|---|
| Healing/Damage - "AP" supp | Crowd Control - Control supp | Tank - Health supp |
So the adversary of the tank would have to figure whether the buff given by the keystone to the tank/supports group is worth eliminating the tank/support to remove it (or maybe even transfer to killer to use "threat" by psychological positive reward system?).
The three keystones could even play like a sort of rock/paper/scissors minigame where each one has strengths and weaknesses against another for support vs support battles.
Bonus points if the minigame follows how certain champs counter one another by their abilities! This could inherently lower the learning curve a bit for the game interactions.
What do you guys think?
Posted Feb 17, 2017, 3:20 AM UTC