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GF Threat Issues - My take on it

rokuthyrokuthy Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 179 Bounty Hunter
edited June 2013 in The Militia Barracks
I've been playing MMO's since 1996 - I've been a part of top end progression raiding for the majority of that time, and have been extremely successful in PVP in multiple games as well. So, after playing the GF up to 25 this weekend (apparently threat wasn't too bad the previous weekends), I think I've found a few of the issues.

First, it's not just a cleric / healing issue. Any damage, any healing, anything that generates threat can pull aggro rather easily off a GF.

Here's what I'm thinking is happening:

There's no static threat table being produced in the game, or if there is, it isn't functioning properly. In other words, if I open up with the AE taunt, I'll get aggro on all mobs while that taunt is active. This is indicated by the "X" on the mob (meaning they're taunted), and the "!" above their heads (meaning they're aggroed on you while they're taunted). As soon as you lose the active taunt effect, your aggro is basically reset to 0. Whatever static threat table they have in place basically isn't saving any gained threat properly.

What this basically means is if I taunt a mob - beat on that mob for the duration of the aggro/taunt effect, then that effect wears off, everyone is on equal ground with that mob threat wise. If I land a few big hits after the taunt effect has worn off, awesome - but if anyone else in the party lands more damage, they're going to pull aggro.

I'm not sure if there's a small threat table that resets every 6 seconds (just an arbitrary number), or none at all, but something has to be in place that keeps a running threat table for mobs, otherwise you're just chasing around mobs endlessly while taunts are down.

It's also painfully obvious something is broken with threat generation / tables when the GF uses their tab ability - this is basically just a taunt, but more often than not, you can "mark" a mob and it's not going to change its current target. You'll see the "X" on the mob indicated they're marked / taunted, but nothing beyond that is typically going to happen. The AE taunt we have works functionally at the very least, but with the threat tables not functioning properly, you only have about a 6 second window where you're going to be holding aggro.

So right now in the current state of the game, tanking basically comes down to:

Hit AE taunt (first if you want, it really doesn't matter) - hold aggro for 6 seconds
Lose aggro
Hit the ability that 'forces a mob into a 1v1' (can't remember specific ability names) - use this time to put out as much damage as you can
Lose aggro
Use the tab mark / taunt - will typically do absolutely nothing
Chase mobs around trying your best to at least put out some damage
AE taunt - hold aggro for 6 seconds
Lose aggro
Huge gap here - filled with running around feeling useless due to no static threat table
Repeat

Anyways, that's a long winded version of me just saying static threat tables are completely broken, and GF threat issues right now go beyond clerics putting out too much healing aggro. Hopefully this can be looked at.
@rokuthy on Mindflayer
Play my foundry campaign, Vermilion: Spirit of Gevaudan. The first quest, The Desperate Messenger is now available @ NWS-DM44FZM2W
Post edited by rokuthy on

Comments

  • huldu101huldu101 Member, Neverwinter Beta Users Posts: 4 Arc User
    edited March 2013
    Yeah, my experience as well. The guardians threat is just terrible. It's like the game has no threat modifiers at all on any ability. You use your taunt, that's it, when the effect wears off the mobs are gone until your taunt refreshes. Might not be the worst "tank" I've seen but it's up there in the top.

    The threat really needs to be close to what the highest "average" dps class can pull out on a single target. Obviously there should always be a little room for the dps to "think", hence if they overdo their dps they should get agro and die because of it. But in the end it usually falls back on the tank that it's his fault. Well, that's how it usually goes these days with mmos.

    At its current state I foresee very many frustrated tanks not wanting to tank dungeons while leveling because you're not really tanking if all you do is hitting the taunt every xx sec and waiting on it to refresh.

    It kinds reminds me of wow back in wotlk during a patch where they buffed dps but ignored the tank threat. It wasn't a pretty sight. This game is worse tho, in that regard.
  • tibberton1tibberton1 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 83
    edited March 2013
    I hear you. I just did a Cloak Tower run on my lower level GF (yes I have a couple) where I was able to keep aggro most of the time. The aggro has definitely been changed since the last beta weekend. Last go around, it was enough to charge in, AoE taunt, and that was that. This time around, it required a lot more activity from me, but I was able to hold the nasty stuff.

    Here is what I did:

    It seems mostly important to hold the big bads, and not all the little trash. I started letting the garbage mobs run around, and focused solely on the tougher mobs. As currently constructed, we are not built to hold aggro through damage. Spending points in increased threat generation gives us a little bit more oomph here, but not much. Our aggro is going to have to come from somewhere, but where?

    Enforced Threat? I think you've got the right of it, based on the behavior I'm seeing with Enforced Threat. Once the duration is done, they don't seem to care about hitting me anymore. However, during its duration, E.T. does everything you would want it to do.

    Mark? Please don't take my upcoming use of repetition as condescending. Tab isn't a taunt, tab isn't a taunt, tab isn't a taunt. The sooner we drill that into our heads, the better it will be. Tab could use some help, for sure, because it's pretty lackluster. However, anybody using it as a taunt isn't using it correctly. Let's quickly explore what tab does: lowers damage resist (which helps your DPS do more damage), and gives the enemy more incentive to hit you (once they hit you, the mark is gone and they are off doing whatever else it is that they want) - the only way to stop this is to guard the attack. That will not remove the mark. So if you are going to use tab for its pseudo-taunt capabilities, you need to be flipping over into guard quickly. Which is actually a really good thing, because...

    Stab!! Replaces your left mouse at will while guarding. Stabs over your shield, HARD TAUNTING your opponent to attack you. This is your primary source of aggro gain. This keeps the mobs locked on you. This was the only thing I found that reliably kept my healer safe.

    So now you have to play the waddling game. You need to guard to generate threat. But you can't guard so much that you break your guard meter... because you can't generate threat.

    My standard pull:

    Into The Fray - movement speed, everybody gets temporary HP, everybody gets increased action point generation.
    Lunging Strike - on the biggest threat to my party.
    Enforced Threat - to buy my party enough time to cleanly start killing garbage mobs
    Tide of Iron - weakens the enemy
    Shield Up and Stab - hard taunt
    Shield Up and Stab - hard taunt on secondary targets, as needed

    The rest of the pull is weaving Tide of Iron (debuff + guard meter regen) and Stab.

    It's very active, it's very hectic, but it worked very well. Holding aggro is not the faceroll that it was last beta weekend. Standard damage moves aren't cutting it right now. Whether or not that's intended, adjustments can definitely be made.
    A Guardian Fighter Blog:

    guardianfighter.com
  • tibberton1tibberton1 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 83
    edited March 2013
    Two other talents to consider (one at 13, one at 20) are Knight's Challenge and Knight's Valor.

    Knight's Challenge basically locks you into combat with the biggest threat to your party. You do twice as much damage to each other, and half damage to everything else. It doesn't last very long, and if you miss a guard because other things are going on, you have the chance to take massive damage. I didn't like the feel of it, and took it off my bars.

    Knight's Valor reduces damage that your party takes. It's on a fairly short cooldown. If you can't keep threat, you can at least reduce the damage everybody is taking. It might work for somebody struggling to keep everything under control.

    I found some success with my above build, and I don't want to sacrifice charge (mobility is too great), enforced threat (good for its duration), nor increase AP generation / movement speed. But that's just me, and I could see others taking either of the Knight talents.
    A Guardian Fighter Blog:

    guardianfighter.com
  • rokuthyrokuthy Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 179 Bounty Hunter
    edited March 2013
    No offense taken at all, I wasn't saying tab's primary and only purpose was a taunt, but was more stating that typically it's secondary purpose of taunting the mob isn't actually going to work. Stab is well and good, and tanking the lower level instances like that is no problem. You can focus the big boss and hope the group can handle the small stuff, and that works for now, but some of the higher level instances, there's no way. There' a few bosses that spawn endless (and I mean endless) waves of adds, if you don't break off for those adds, your healer is going to be put into a mini game of just kiting mobs around perpetually, never healing anyone (or dying outright). And that's where the issue comes in - if we pull of that big mob (which we can psuedo tank if its our only focus), then we IMMEDIATELY lose aggro on that mob as we deal with the endless waves of adds going after the healer.

    And once again, the reason for that is a lack of a static threat table. If we could build up a huge aggro lead on the main boss, and then break off to collect adds, ae / burn them down, then switch back to the boss, then awesome - that's the way ideally it should work, but in the current state of the game, that isn't possible. It's one or the other, and no matter which you choose, someone's going to be hurting in the end. The higher level areas only exacerbate this threat table issue.
    @rokuthy on Mindflayer
    Play my foundry campaign, Vermilion: Spirit of Gevaudan. The first quest, The Desperate Messenger is now available @ NWS-DM44FZM2W
  • tibberton1tibberton1 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 83
    edited March 2013
    I get you. I've just seen everybody talk about tab like it's a taunt, and it's not. It doesn't even guarantee that the mob is going to break off towards you. I'd like to see that functionality included - because right now, it's an iffy class mechanic. But as it exists, calling it a taunt in any way is misleading.

    Like I said in the other thread, it's all a moot point. They know there's an issue, they've said there's an issue, and I imagine it's getting fixed. I'm just trying to help people get through the rest of today without pulling their hair out.
    A Guardian Fighter Blog:

    guardianfighter.com
  • shildhuhnshildhuhn Member, Neverwinter Beta Users Posts: 4 Arc User
    edited March 2013
    I down know which version you are playing but my "enfforced Threat" doesn't taunt anything(unless nobody else has healed). I think the tab skill is fine because the tab skill + stabbing (which won't break the tab skill as long as you have enough guard) will generate tons of aggro, kights challenge is also awesome, I never lost aggro to a DD, but yesterday I hada boss fight at 22 where the boss followed our healer all fight long, I could do everything I want on that boss, he never turned to me (besides the time of knights challenge) and the healer didn't even heal anymore after some point. That fight showed me that he threat mechanic has to have a ton of bugs, upping our threatgeneration won't fix those.
  • mmartine1mmartine1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited March 2013
    You can also shield bash while blocking by holding shift and clicking right mouse. It creates a purple ring impact effect at the point of the shield bash. Because any other DPS in your group will wreck the trash within seconds, I've been mostly trying to keep aggro on the big guys, as the above poster noted. Weakening the mob's defenses through Mark and Tide of Iron so the DPS can kill them faster is a must, whether or not you have aggro for that moment.

    I agree with the OP's observations about threat: something needs to be tweaked or added.
  • dtrain69dtrain69 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited March 2013
    Lots of good posts in here highlighting the need for better threat generation.
  • koriel8koriel8 Member Posts: 33 Arc User
    edited March 2013
    shildhuhn wrote: »
    yesterday I hada boss fight at 22 where the boss followed our healer all fight long, I could do everything I want on that boss, he never turned to me (besides the time of knights challenge) and the healer didn't even heal anymore after some point. That fight showed me that he threat mechanic has to have a ton of bugs, upping our threatgeneration won't fix those.

    Threat generation in this patch is broken. There's many long threads complaining about clerics pulling too way much aggro.
  • vanderhelmvanderhelm Member Posts: 1 Arc User
    edited March 2013
    I'll add my $0.02 as well.

    I also ignore the trash mobs as DPS can usually handle them just fine. Here's the rotation I use:

    Non-Boss encounters:

    1. Mark one of the elites (If there is more than one) this serves as a pull more than anything.
    2. Into the fray on the one I didn't mark (Same one if only one)
    3. Enforced Thread (Usually I charge the elite when it's close to the trash)
    4. Guard + Stab
    5. Tide of Iron on Elite
    6. If the elite performs a special attack I can stop guarding and move out of the way for I do just that just so I can safely use Tide of Iron again to build up my shield meter.
    6. Re-Apply Tide of Iron, re-apply into the fray if needed

    Bosses

    I replace Enforced Threat for Knight's Challenge.

    1. Into the fray (Keep it up through the fight for the Action Point build-up boost; it helps DPS take down the boss faster).
    2. Mark
    3. Knight's Challenge (It seems redundant after mark, but I do it for the damage boost)
    3. Lunging Strike immediately after so I can do twice as much damage.
    4. Guard and move if next attack allows it, then Tide of Iron to weaken and build up block meter.
    5. If I lost aggro at this point I use my mark, if nothing else so DPS can do more damage.
    6. If teleporting boss follow it around re-applying Tide of Iron to build up block meter. Otherwise move around as needed to avoid special attacks, using Tide of Iron for block build-up.

    As soon as my Daily is up I wait for Knight's Challenge and Lunging Strike to be off the cooldown. I pop Villain's Menace, immediately followed by Knight's Challenge, immediately followed by a Lunging Strike for massive damage; even without Knight's challenge that's a big hit and the boss usually likes to stay on you for a few seconds after Knight's Challenge wears out.

    I personally find stab worthless; I just tried it again after reading this thread on the Storming The Keep skirmish and I was not able to keep up aggro at all even on single targets. I find that marking works for me because it forces the mob to eventually come for you and in the meantime the DPS are doing a lot of damage. I also find that instead of stabbing, taking hits and using regular attacks has works better for holding aggro because of the extra DPS.

    I agree that holding aggro on the GF is extremely challenging, and I have yet to have a single fight where I don't lose aggro throughout the whole encounter.
  • joukuoj32joukuoj32 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited March 2013
    kited bosses with only tab key(liar of mad dragon), we did it and on bosses i spam tab key every few secs and run around to keep him on me and rest of party did dmg(dont know if its broken or not but it worked)
  • eagles9595eagles9595 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 66
    edited March 2013
    Indeed, GF threat is problem... I lost many agro on boss because the cleric was healing..them it was a "catch me if you can" show in which the Healer was running around like a headless chicken with mobs after him while.
    Taking back agro is not something easy to do and several time I died because I was not receiving any heal while trying to help the running healer and tanking all mobs who were on me as well...

    Hope something will be done for the open beta

    Later
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    Ok guyz i am going to ruin your idea about threat but clerics will always have aggro since they have aoe heal meaning that they generate threat for each mob that is being hit by ALL players in the party, meaning that you as a GF have to compete against the accumulated threat.(in wow u would compete only against your party dps since they should avoid dmg and healer would heal only you mostly). I see that its all about wise usage of knights valor and enforced threat and it will be fine. If you get the initial aggro and gf is the only one inside cleric circle then the aggro is controllable. Rest of the party can avoid the dmg if u position the mobs correctly and it all goes smoothly. There may be an issue with the threat but maybe its on purpose that way.
    Remember that clerics have mail armor for a reason.
    Also the BIGGEST fault is that players approach tanking like in wow where a tank should stand there and hold aggro of all mobs while healer heals only the tank... THIS IS NOT WOW and WOW SUCKS atm. Here is about position-cleric coordination and right rotation of treat-aggro skills. In some fights ITS UNAVOIDABLE that the cleric tanks some mobs. After all if this was easy it would suck. Cleric would just stand still throwing his heals...
    Nuff said. I suggest to players to not think tanking as wow-tank n spam... Just fix the KV bug and its ok. Learn to play with a good-skilled grp and everything is smooth. Tanking is awesome cause its challenging as well.
  • masu84masu84 Member Posts: 134 Bounty Hunter
    edited June 2013
    My Idea:

    1) Marked enemies should be marked for a fix period of time (10sec?!)
    2) increase Guard meter to 3x of current guard meter
    3) increase regneration of Guard meter by 200%
    4) TAB-Skill should be changed to a taunt which marks all enemies around the GF. Cooldown for TAB-Skill (20sec?). TAB-Skill is working like an interrupt: each enemy which got a mark by the TAB skill is forced to attack the tank once !
    5) increase Armor points gained by Con from 1% to 2-3%
    6) Increase Damage bonus by strength from 1% to 1,5%

    7) Changes in Dungeons: change most AoEs of bosses! No more circles or only a few of them! Most AoE should have a direction so that that tank is usefull because the tank is able to position himself in a way that the AoEs of the bosses cant hit the clerics.


    Changes 1-6) are possible by very small changes in the configuration file of each class (okay, this is depending to the skills of the programmers). If the GF would be too strong after these changes: downgrade some of them.
    No leaver penality in PvP!

    And here is the reason:
    ghostravyn wrote: »
    If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    Mate you probably miss something on how to play ur gf. x3 guard meter? What do u think guard stands for? Avoiding tons of dmg? NO its for avoiding effects or getting ur *** saved if u have low hp. Aoe taunt with tab?Armor points from constitution? 10sec X debuff? use ur shield slam for it... only logical idea is 200% guard regen but even that is doubtful. This is not a fix this is overpowered boost of gfs. L2P and save us the day...
    masu84 wrote: »
    My Idea:

    1) Marked enemies should be marked for a fix period of time (10sec?!)
    2) increase Guard meter to 3x of current guard meter
    3) increase regneration of Guard meter by 200%
    4) TAB-Skill should be changed to a taunt which marks all enemies around the GF. Cooldown for TAB-Skill (20sec?). TAB-Skill is working like an interrupt: each enemy which got a mark by the TAB skill is forced to attack the tank once !
    5) increase Armor points gained by Con from 1% to 2-3%
    6) Increase Damage bonus by strength from 1% to 1,5%

    7) Changes in Dungeons: change most AoEs of bosses! No more circles or only a few of them! Most AoE should have a direction so that that tank is usefull because the tank is able to position himself in a way that the AoEs of the bosses cant hit the clerics.


    Changes 1-6) are possible by very small changes in the configuration file of each class (okay, this is depending to the skills of the programmers). If the GF would be too strong after these changes: downgrade some of them.
  • dkcandydkcandy Member Posts: 1,555 Bounty Hunter
    edited June 2013
    Do not raise dead threads!
  • masu84masu84 Member Posts: 134 Bounty Hunter
    edited June 2013
    ngeo wrote: »
    Mate you probably miss something on how to play ur gf. x3 guard meter? What do u think guard stands for? Avoiding tons of dmg? NO its for avoiding effects or getting ur *** saved if u have low hp.

    Actually my Guardmeter is useless: 1 Boss, 2-6 Adds. 2 Hits by Adds or one hit by Boss and my guard meter is empty. I compare guardmeter with dodging like TR: The TR is able to dodge 2-3 Attacks. The GF cant dodge. Because of this the guard meter must be improved. The GF has to block most strong attacks. The guard meter should be able to block at least 3 hits by bosses! to block 3 hits, the guard meter hast to be inreased by 100-200% -> 2x-3x.
    ngeo wrote: »
    Aoe taunt with tab?
    Just a taunt, no damage.

    Actually TAB is useless in PvP and PvE. Threatening rush is much better to mark enemies. So the TAB-ability has to be changed in a way that it is useful. An AoE taunt would be very useful. It wouldnt be OP by adding a cooldown.
    ngeo wrote: »
    Armor points from constitution?
    you say "lern2play" and i say: learn to read! Con increases armor already. this value should be increased slightly so that a tank is able to tank damage.
    ngeo wrote: »
    10sec X debuff? use ur shield slam for it...
    All of these debuffs should last X seconds. maybe 10, maybe 2 but NOT until the first hit! I'd add the cooldown of the TAb ability because it would be imba if it is possible to spam an interupt and debuff. The debuff of threatening rush could use another duration as the debuff of the TAB ability.

    ngeo wrote: »
    only logical idea is 200% guard regen but even that is doubtful. This is not a fix this is overpowered boost of gfs. L2P and save us the day...
    Well in my opinion:

    GF has problems to keep aggro.
    GF has problems to keep the enemies marked.
    GF has problems to stay allive if he has aggro.

    All the 3 problems would be solved by my changes. Maybe(!) they're to strong, but the TAB ability has to be redesigned and all other changes could be tested and changed until its not "imba".
    No leaver penality in PvP!

    And here is the reason:
    ghostravyn wrote: »
    If you want people to stay for the match end even when you're sitting on a 600-10 score and you've decided to be ***-hats and spawn-camp, you need to give them a reason. Punishing them is not the answer. That's just pouring salt-acid into an already bleeding wound.
  • w41krw41kr Member Posts: 0 Arc User
    edited June 2013
    My understanding of threat is that healing threat is on a 1:1 ratio with damage threat. If this is true then it's extremely easy to understand why clerics have the easiest time pulling agro and why GFs have such a difficult time holding it. Let me try to explain with this simple example:

    Suppose you and a cleric are in a party and are fighting 5 mobs. Let's also assume that you are able to consistently hit all 5 mobs with cleave for 500 damage. Assume the mobs are dealing half that amount to you. You would be doing a collective 2500 damage/threat or 500 damage/threat per enemy while the enemy is only dealing a total of 1250 damage to you. Sounds like a pretty good trade off until your cleric heals you for those missing 1250 hit points and subsequently generates 1250 threat on EVERY enemy for a collective 6250 threat dwarfing your measly 2500. If threat really does work this way it's obvious why, in a party of 5 people, the cleric does most of the tanking. Even if all mobs were marked (for an extra 100% threat generated) the GF still wouldn't be able to hold agro on any of the mobs. This is a very simple example and leaves out a lot of factors, but it still illustrates how I believe threat works.

    If I am wrong please correct me. Is this really how threat mechanics work in this game? If so they're seriously some of the worst I've seen and I have no idea how a game as polished as this one would employ something so ***-backwards.

    Just out of curiosity, I went to look at how threat mechanics for WoW operate. I know NW is a totally different style of game than WoW, and as much as I'd love to see another game give WoW a run for its money, there's no denying its success; it is easily the most successful MMO ever released, so humor me as I make the comparison.

    To start with, all WoW's tanking classes get a BASE 200% threat modifier. That means they're effectively dealing 300% damage as threat. In addition heals generate 50% threat that damage does. If I'm correct, this would mean amount healed would have to be SIX times the amount of damage dealt by the tank in order to pull agro. This is just baseline. This doesn't even factor in things like having a REAL taunt on a relatively short cooldown. I know many of you would argue that tanking in WoW is hilariously easy and shouldn't be something to strive for, and I would be inclined to agree with you. However, just for the sake of argument compare the two systems.

    Healing in NW can have it's threat reduced by 26% through feats and class features, roughly half of what is baseline for healers in WoW.

    Tanks in NW can increase their threat by 215% through feats, class features by and maintaining mark on enemies. Only 15% more threat than tanks in WoW generate baseline.

    Threat needs to be seriously reworked. Honestly, it's not even a problem with GFs. Threat in this game is simply terrible and should really be priority number one on Cryptic's "To Do" list if they ever hope to make a game with decent gameplay.
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