During the Teleiosaurus cosmic Open Mission, if the players have very effective damage, it happens very often that the off-tanks (particularly the baby tank) does not receive enough credit to reach the 100k minimum score threshold to obtain a reward. If the group has a flawless run and misses no DPS checks it's extremely likely. This punishes effective group play, players are less eager to play in the tank role at this event and it severely screws the person on whom the entire flawless run depended. Please consider giving tanks some more credit for damage taken/damage blocked. Thanks!
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I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
-Sterga
As it stands now we score for damage taken which positively reinforces bad game play.
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> Damage taken and damage dealt
This isn’t a complete thought. Can you clarify? : p
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This strategy works. If you plan on being baby tank, try it.
Just don't miss the window to get out in front of mom before baby comes.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
I'm not suggesting this, but clearly it's a problem. Glad it doesn't happen for you but unless you want to be regularly stuck doing this job because other people are unwilling to take it, the scoring system for this needs a little tuning. Out of the past 4 runs I've participated in the BT failed to get 100k 3 times, and the 4th was really a squeaker (106k with a missed dps check). These weren't novice tanks either.
Also doesn't your tank have a really strong ult as well as single blade powers? I don't think most tank builds will perform as well offensively.
This reads to me as "I know this is a problem and this is how I work around it". I'm not looking for tactics on how to work around this problem, I'd like the problem acknowledged and fixed.
> My tanks are built for mitigation over damage and so long as I consistently attack during the fight then I'll get enough score to get rewards. If you see the fight is going to be short, start attacking. I don't think motivating people to just stand there with block toggled on for the whole fight is a goal of the threshold system.
The issue is deeper than motivating people to hold block. You are currently rewarded more for face tanking AoEs than you are for blocking them. And bringing AoRP is more punishing ((from a score stand point)) than rewarding. Bad play is being rewarded over good play in many situations. I don’t think this was the goal of the system either.
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None of my tanks have an Ult. I don't know why other tank builds would have an issue since, like I said, mine aren't built for putting out a lot of damage, they're primarily built to stay upright. I don't know what sort of special things you think I'm doing, or what sort of special magical attributes I have that make the game mechanics behave differently for me than they would you, but I can assure you there's none of that.
If I don't attack while baby tanking and the fight goes too fast, I don't get enough score same as you. The difference is I know exactly who's at fault for that and that I should know better.
Last I heard the AoEs at cosmics don't give you tanking score, it's only the cosmic's direct attacks that do. Unless it's Kiga I know I certainly am not facetanking anything to up my score because that sounds like a one way ticket to Ground Town. The game seems to very sternly punish you for trying to face tank, by pushing your face into the floor ( unless you're a dodge tank, in which case you'll be attacking a lot anyway to keep your dodge up ).
When it comes to AoRP, the baby tank is unlikely to be getting it anyway unless the healer is standing ocean-side of baby, at which point the bad play is that they're not standing with the dps and toughening them.
I wouldn't mind if they changed the scoring to be total damage rather than unmitigated damage.
I don't think a tank attacking the thing they're tanking counts as a "workaround". Far as I'm aware it counts as exactly what a tank should be doing.
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Block timing explained
Entirely on board with this, either/or/and.
DPS are rewarded for damage done. Healers are rewarded for healing. Tanks are not rewarded for holding threat or damage mitigated, which is their job. As Panta said, scoring for tanks is broken.
Even my dodge tank that does more damage than my defiance tank scores lower on average because i mitigate more damage.
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If the run is a wipe, I tend to wait for someone to come around and rez me rather than respawn. Especially if I'm one of the tanks. Of course, often if the run does wipe, most everyone DOES get enough credit after the victory. Just, not always.
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"Okay, you're DEAD, what do you do NEXT?"
- It is based on actual damage taken. This is probably not something that is easy to change.
- It can be limited to certain damage types. This is why dps does not get credit for taking damage from ice storms and so on.
- It can have a value multiplier (i.e. it does not have to be 1 credit per damage).
Given those facts, a better tanking credit setup would be:Epic Stronghold
Block timing explained
This is a good point but as an earlier poster suggested, maybe "damage mitigated" would be a better metric since it would work as well for blocking as it would for dodging.
e: In fact this is probably better than raw "damage taken" because it wouldn't reward poor tanking (failing to mitigate the incoming damage).
1 sounds good. 2 I can see being really difficult to tweak, and until they get it perfect we would have a long period of there just being a new circumstance where tanks don't get enough credit. Better to just completely 0-out mitigation as a factor, and simply have your damage-taken score be based on number of hits tanked. If a tank can successfully tank without blocking then that's really no reason to risk them not getting rewards - if they can't successfully do that, the game already punishes them with horizontality.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
Attacking is already assigned wayyyyyyyyyyyyyy too much credit, anyone who's played an extremely bad DPS knows this. It is very hard to not score when playing DPS role even if you are a large net minus to the completion of the raid (dying at Kiga, skewing DPS checks at dino, shooting incorrect dumb **** at Qwyjibo). It shouldn't be this difficult for effective tanks to qualify.
Well that threat idea someone mentioned would solve that. Perhaps give score for applying Challenged.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
My super cool CC build and how to use it.