DISCLAIMER: The trinity does not exist here. There are only dps and hybrids. There are no tanks, and you'll have to pay healers to play with you. It is that bad and needs some love.
AGGRO: There is no threat, threat is paramount, threat is life.
What does pulse resistance do...REALLY? It doesn't do this, but it could and is probably already in the game in some way.
If npcs generate aggro based on random proximity encounters, then maybe they're using "pulse" if you will. The higher pulse resistance you have then the less you are "seen".
In my thread, "How does one tank?" people seemed to explain "how to" under this concept (entering a room first).
So, it would:
*Work well with some of the available skills giving players control on how to build.
*Not take many resources to...ehem...."convert".
*Function fantastically for a cover shooter.
*Is EASILY expanded on, and even works well already with some talents/concepts.
*Would help the dps know "who's coming next", which is what a tank is SUPPOSED to be responsible for.
and
*Is already a familiar concept for the community.
Every thing else is there for things like self heals and juggles, they just need some work. Like maybe you could have a magnetic "turret" that pulled enemies into a group so dps could do aoes, or have one to repel them so your dps can focus a target without adds. That part of the game is almost there. It's aggro that is needed immediately, or all you have is a dps shooting bean bags with huge health and no real control.
HEALERS: My oh my. I wouldn't play one. I'd fall asleep. Luckily, I know exactly what it needs.
It needs Ana from Overwatch. Simple fix, It's just another type of ammo. EASILY balanced and INTERESTING (like I've been saying all along) and people won't have to pay or beg people to play one. You could even make an ammo for cooldown for cc players. Headshots could be burst heals, and it would free up a skill slot.
^Speaking of, you need to make an option whether to use the specialization weapon or a third skill.
EDIT: By saying AMMO, I mean ammo not a talent. Ammo would allow healers to use a shot gun for burst heals and an smg for sustain. Just want to be clear.
These 2 ideas do not reduce the objective complexity in which your rpg paradigm is designed, do not make it as rpg heavy as TU7, and adds a layer of complimentary game philosophy that the players are already used to.
Release these two things on the pts, and I promise you'll get solid feedback and a smooth update.
I also bet you, some of the posters here can expand on these two simple concepts better than I. There, now we're even because I loved my purchase of the division 2 in 2019. GOTY imo, was so underrated.
Alright, look guys, im trying to leave the slate kind of blank here so the people who want to be active and involved can be.
Replace the word "aggro" with "control". The trinty only works because of one thing. That is, is that the dps, tank, and healer all work together in tandem for damage mitigation. Forget about "aggro" or "threat". I can prove this with the game i referenced earlier, Overwatch.
Overwatch uses the trinity with no aggro system, so, why does it work? It works because all roles work together to ultimately deal more damage than they take, fundamentally speaking. Players have control over their composition and how they administer their concept of damage delivery relative to damage mitigation.
I'll tell you why putting threat on a shield is a bad idea. Then, there is no choice. There is no decision making taking place in how you form your composition. "Threat" or control has to be manual so it becomes adaptable. Also, you're not stuck usong a shield because its a stat and you don't have to worry about creating 10 different tank skills, 10 different healing skills, and 10 different dps skills, because thats what you need otherwise.
I can't tell you how many times I've saved a raid wipe as a tank because healer says, "Stop, i can't heal you anymore" or a dps says, "There's too many of them pull back" or "It's fine, as long as you group them they're dead and I'll revive you.". I can do those things as a tank because i have "control".
See, it doesn't matter if the tank needs pulse resistance or the healers and dps need it, you can rename it and call it something else altogether it doesn't matter. The only thing that matters, is if you give the players control. Without control, there is no trinity and it absolutely will not work.
At least this way, the change isn't a programming nightmare and it's a concept division players can easily understand.
Well you "can" tank currently, I'm my clan's tank. You don't tank with armor (Armor is pretty much useless by itself, but it works with other abilities.) You can currently only tank with a bulwark shield and a liberty pistol/artificer hive. I can currently tank 4 heroic named mobs indefinitely head on, even the sideways guns/machinegun elites. However if your flanked you die instantly, as they do your hp in damage per nano-second. And yes, aggro is currently tied to nothing more than proximity when they spawn. A rather stupid system, but easy to use to your advantage.
Ya. A proximity threat systwm isn't very reliable. Now imagine how your group could synergize if tanks had a reliable level of control and your healers had healing bullets and your cc had cooldown ammo.Originally Posted by Valhallan- Go to original post
It would actually mimic the bare bones of the trinity and could be built upon in the future.
I had a lengthy thread on TD1 FORUMS about the issue. They relayed to the devs team but not much was done. The reason why we constantly in between gameplay styles and the balance is lacking is because of a bad trend in current video games : streamlined skill trees and "modular" builds.
The Division should be class based with more complex skill trees and specific abilities tied to classes. CC classes, healers, tanks etc...like back in SWTOR and WOW with a modern real time combat system. Same applies to equipment, which (for some) would be specifically designed for classes.
Better cooperative experience, better synergy, easier to balance, easier to fix, stronger individualities...I don't get why we don't have that nowadays.
I've mentioned that same thing a few times, actually. Couldn't agree more with you.Originally Posted by A1.Protocol Go to original post
However, if they're not going to do that and make an attempt at a role based game, there absolutely has to be a paradigm in place.
This is the simplest and easiest way that I can think of. There seems to be a lot of people here who want to save the game, but I don't hear a peep out of them, kinda sad imo. Im not even going to buy WoNY, but here I am putting in work lmao.