The purpose of this thread is to discuss the inclusion of aggro management mechanics in the game and the pros and cons of different methods of doing so. Please note that this is my own take on the discussion that occurred in discord and my position is biased in favor of including aggro management in the game. Also note that this is going to be a loooooong post. I’ll post a tl;dr at the end.
First, a couple of points:
In WoW, each player in combat had a position on the “threat table” and a value on it. Damaging enemies and healing allies were the main ways that a player would increase their threat. Thus, the players doing the most damage or most healing would be the ones targeted by enemies. This makes logical sense, especially for the intelligent life forms we’ll be fighting. Most DPS classes had a talent or ability that allowed them to lower the amount of threat they generated or temporarily remove themselves from the threat table (like by becoming invisible). Tanks, then, had abilities that increased the threat they generated or abilities that forced enemies to target them (a taunt) for a few seconds.
I specifically want to talk about WoW’s classic “taunt” ability. This had two effects: first, it forced a single enemy to target you for a few seconds. Second, it increased the user’s threat value to be equal to the enemy’s previous target. This allowed the tank to immediately peel enemies off of their allies while also getting their threat value to a point where they can surpass their ally’s.
Distance also affected aggro management. If an enemy was next to a DPS and a tank and was currently attacking the DPS, the tank would have to exceed the DPS’s current threat value by 10% to change the enemy’s target to himself. Alternatively, if the tank had control of an enemy and a ranged ally was attacking said enemy, the ranged ally would have to exceed the tank’s threat value by 30% to change the enemy’s target. Thus, even in a game where “tank and spank” was the general way to play, positioning was still important.
So what do I want to see in Em8er? I want to see an aggro system similar to what I described above. You deal or heal more damage? Targeted. Standing closer to an enemy that you should be as a squishy ranged DPS? Targeted. I then want to see ways for players to manipulate this. I’m currently working on an omniframe build idea that would demonstrate this, and hopefully I’ll post that soon, but here’s just one ability I think would be a balanced and skill-based adaptation:
While this skill can definitely be used on distant, ranged enemies by running up to them until they’re in range, I also see it having a special place keeping melee enemies from attacking your allies. Again, hopefully a fleshed out version of this will be coming soon.
I’m not sure if I’ve made it completely clear enough, but I think these types of mechanics are completely viable in Em8er. If the plan is to really let players build their own classes, then don’t let DPS and healer players be the only ones satisfied! Tanking is a support role that was sorely missing from Firefall, and along with the lack of weapon diversity in it, this was one of my biggest complaints. Em8er has fixed one, please fix the other!
I think that’s all I’ve got for now! Since this is such a long post, please either quote or state which section you’re responding to to keep confusion to a minimum.
tl;dr: Aggro mechanics and tanking can and should be adapted to Em-8er, and the tanking role is something that was not supported in firefall and should be!
First, a couple of points:
- I’m aware that the Em8er team have not discussed this yet. I’m also aware that this was not in firefall. The purpose of this thread is to discuss what we, as a community, want to be in the game and to brainstorm ideas of how the Em8er team could go about it.
- When I say aggro, I mean the mechanics by which an enemy decides who it is going to target. Aggro management, therefore, are the mechanics by which players can affect this system. The only way I know to do this back in Firefall was stealth, as this essentially reduced your aggro to zero. When specifically talking about the numerical value of an enemy’s attention on any person, it can also be called “threat”.
- Aggro management was first broken into 2 types: hard taunts, which forced the enemy to target you regardless of the amount of threat another player had accumulated, and threat modifiers, methods by which a player could increase or decrease the amount of thread they gained.
- There were a good amount of people who did not want hard taunts included at all, but most seemed at least okay with thread modifiers.
- Another idea to manage enemies was brought up that did not include aggro mechanics was something akin to area denial or crowd control. This would include abilities that blocked off an enemy from an area (keeping them away from allies) or using a heavy’s shield to block for allies
- I personally don’t like the shield idea as is. The general consensus is that the base shield arm would only be big enough to protect the heavy itself, and any others who wanted to hide would have to do so right in his shadow. I don’t think this encourages a support role, and would rather see shields that are or become wide enough to provide protection to allies next to and behind him, like a Reinhardt shield in overwatch.
- I’m not opposed to enemy management through area/crowd control. I think area control would be more conducive to a “support” role than simply slowing, rooting, or even knocking back enemies.
In WoW, each player in combat had a position on the “threat table” and a value on it. Damaging enemies and healing allies were the main ways that a player would increase their threat. Thus, the players doing the most damage or most healing would be the ones targeted by enemies. This makes logical sense, especially for the intelligent life forms we’ll be fighting. Most DPS classes had a talent or ability that allowed them to lower the amount of threat they generated or temporarily remove themselves from the threat table (like by becoming invisible). Tanks, then, had abilities that increased the threat they generated or abilities that forced enemies to target them (a taunt) for a few seconds.
I specifically want to talk about WoW’s classic “taunt” ability. This had two effects: first, it forced a single enemy to target you for a few seconds. Second, it increased the user’s threat value to be equal to the enemy’s previous target. This allowed the tank to immediately peel enemies off of their allies while also getting their threat value to a point where they can surpass their ally’s.
Distance also affected aggro management. If an enemy was next to a DPS and a tank and was currently attacking the DPS, the tank would have to exceed the DPS’s current threat value by 10% to change the enemy’s target to himself. Alternatively, if the tank had control of an enemy and a ranged ally was attacking said enemy, the ranged ally would have to exceed the tank’s threat value by 30% to change the enemy’s target. Thus, even in a game where “tank and spank” was the general way to play, positioning was still important.
So what do I want to see in Em8er? I want to see an aggro system similar to what I described above. You deal or heal more damage? Targeted. Standing closer to an enemy that you should be as a squishy ranged DPS? Targeted. I then want to see ways for players to manipulate this. I’m currently working on an omniframe build idea that would demonstrate this, and hopefully I’ll post that soon, but here’s just one ability I think would be a balanced and skill-based adaptation:
- Affect/hit enemies in a semi-circle in front of you: Raise your threat to be equal to the target with the highest threat among affected enemies. For ten seconds, deal 10/20% increased damage to enemies that aren’t targeting you.
While this skill can definitely be used on distant, ranged enemies by running up to them until they’re in range, I also see it having a special place keeping melee enemies from attacking your allies. Again, hopefully a fleshed out version of this will be coming soon.
I’m not sure if I’ve made it completely clear enough, but I think these types of mechanics are completely viable in Em8er. If the plan is to really let players build their own classes, then don’t let DPS and healer players be the only ones satisfied! Tanking is a support role that was sorely missing from Firefall, and along with the lack of weapon diversity in it, this was one of my biggest complaints. Em8er has fixed one, please fix the other!
I think that’s all I’ve got for now! Since this is such a long post, please either quote or state which section you’re responding to to keep confusion to a minimum.
tl;dr: Aggro mechanics and tanking can and should be adapted to Em-8er, and the tanking role is something that was not supported in firefall and should be!