The way tank scoring works at cosmics has two significant flaws:
- It doesn't really give scores to match contribution.
- It actually rewards being bad, as your score is higher if you take more damage.
The basic problem is that scoring is for damage taken after mitigation, which is wrong. They way it really should work is:
- Tank gets bonus score at a flat rate, probably on the order of 3k/sec for targets with aggro, half that for side tanks.
- Taking damage has a negative score multiplier -- for everyone (a good tank generally does damage exceeding what they do, a bad tank does less; dps are rewarded for avoiding taking damage). Baby tank can be expected to be net negative by a fair amount.
Unfortunately, as far as I know we don't have status effects that just grant score (no other effects), but what could be done is a damage effect of a special type that receives a high score multiplier (100x or so). Because cosmics can be very erratic about actually using their attacks , I'd go with a separate attack that's high priority, zero activation time, minimal or zero fx, and applies a DoT.
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Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Epic Stronghold
Block timing explained
I don't really want soak tanks facing the possibility of not getting credit. We already have over-geared tanks making the soak tank role obsolete, I don't really want to pile on the possibility of no rewards on top of that.
If you were taking direct damage and the fight succeeded, you did your duty as a tank. The only change I would make is to up the contribution of certain boss's attacks to ensure that quick fights don't leave tanks without enough score for rewards ( though some of the upcoming changes to cosmics might make this a non-issue ).
Tanks aren't competing with anyone on the scoreboard, so their only real concern is if they hit the threshold.
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Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
If that run is very fast, then my desire to be helpful kinda drains away.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
If the problem being solved is "sometimes tanks don't get credit when the fight goes by too fast" then the simple solution is: increase the amount of score contribution that both dinos direct damage gives. You don't need to completely overhaul the system, just tweak the numbers to reflect the reality of what happens when the content is run.
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