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"Meat Shield" Power for Tanks?
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Integral
131 Posts
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June 17, 2022 - 10:14 am

harveysa801 said
meat shield (plural meat shields) (video games) A so-called "tank" whose main purpose is to hold aggro from MOBs and absorb damage. (video games) A stunned or dead enemy character used as a shield against attacks. human shield.  

Thank you for your suggestion. In SoH, tankers have many defensive powers and holding agro is a key part of playing a tanker well. However, we do not plan on having tanker powers dependent on using a dead enemy as a shield.

harveysa801

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June 17, 2022 - 9:57 am

meat shield (plural meat shields) (video games) A so-called "tank" whose main purpose is to hold aggro from MOBs and absorb damage. (video games) A stunned or dead enemy character used as a shield against attacks. human shield.

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JestersGhost
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April 24, 2022 - 6:19 am

As has been said, these sorts of abilities make sense in a game without decent buff/debuff support classes.

SoH has more then usual trinity, so some of the usual abilities can be moved to other archetypes.

A tank focuses on aggro and *taking damage*. Supports focus on protecting the rest of the team.

It could be added as a specific power on a specific powerset, for flavour, sure. As Golden Ace said, it could make sense for a shield Tank, maybe as a click-power for a short time. Support classes would still have toggle versions that weren't location specific. I also like the idea of a weak version in a utility powerset.

It's important to not dilute an archetype too much. It's fun to have a bit of a spread, sure, the whole game is about choice after all and if I want to make a tank with as many team buff skills as possible I should be able to. I shouldn't, however, be able to make having a support archetype unnecessary.

quantum sufficit

happydolphin

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October 31, 2020 - 11:20 pm

Character collision is actually used as a main stay in tanking in GW1. I've been recently playing GW1 and found this very unique and different way of tanking in GW1. Despite being an old classic MMO it uses a different way of tanking which involves body blocking, the characters have character collision so the tank would position himself in a way to block off enemies from continuing their advance to their allies behind him.

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EDIT: On more to it I think it would be interesting if the Meat shield not only make the tank take partial damage of his allies within his aura field but if there was say TWO TANKs the damage will be split evenly between them long as their auras are touching. I think in the case there are two tanks they can split the damage. I've noticed this mechanic nowadays while tanking in other games is a very good way to deal with enemies while tanking with other tanks. Otherwise it's kind of awkward to have to fight over aggro between tanks, there can be a way for tanks to collaborate on dealing with having more tanks in the team.

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indigowulf
Behind you!

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September 6, 2020 - 12:40 am

I really like the idea of AT inherent auras, like this, to help distinguish the difference between tanky classes and scrappy ones, for example.

tankys get some sort of defend the team aura, like this thread
slappys gets a +crit melee aura
healers get +healing aura for people who stay close?
snipers get ranged version of +crit aura
controls get +control resistance aura?
commanders get a +pet damage aura (for other peoples pets, too)

encourages team play, and balanced teams.. or alternately, make a team of all slappys and boost the snot out of melee crit, whichever is your pleasure.

~Future founder of Feral Storm, once animal options are available!~

happydolphin

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September 5, 2020 - 3:35 am

There could be different variations of this feature.

1. One where you cover allies and take some incoming damage for them.
2. One where the allies get more defenses the closer they are to the tank and it becomes less when they are further from the tank.
3. One that increases allies damage the closer they are to the tank.

It would be nice to see tanks have it because tanks have to suffer from two common problems.
1. DPS are always going ahead of tanks. This sort of aura would encourage dps to actually wait for the tank to do the pulling. It's a little annoying.
2. DPS runs away from the tank when they have aggro, this would encourage them to be closer tot he tank

It would look almost like soldiers moving in formation and would be more impressive gameplay.

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indigowulf
Behind you!

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August 28, 2020 - 2:15 pm

"Golden Ace" post_id=21419 time=1554472041 user_id=4430 said:

I was actually kind of thinking that this type of power would better be suited for a shield defender.

This, exactly. It makes sense logistically that a shield person can defend people in a cone behind them using a shield. It would just be for that tank power set, thus minimizing "cross over into support territory". Also, as long as we do NOT take away my 3rd person view, who cares about the keister in front of you? (btw, if we ever lose 3rd person I have to quit, I get nauseous in first person)

eta: I really like Hadders graphic representation, that fits well with a shield. And I do agree it should be positional with tank facing, to further make it fit with shields and gimp cross over into support territory.

~Future founder of Feral Storm, once animal options are available!~

happydolphin

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August 28, 2020 - 12:09 pm

I was always thinking of this ability. I was thinking what if there was an active toggle you turn on that make you take X% of the damage of others behind you would take as long as they are within your back aura. I would call it more like "Human Wall" or something because it is like people are taking cover behind you. Like the Cover ability of Knights from Final Fantasy but it's a back aura that make you take certain percentage of damage of your allies instead. Definitely be useful for team based strategies. Would also require a lot more interaction with combat and support and DPS need to be actively staying behind the tank while he moves around. DPS and support would have to focus on more things than just pushing one button for sure.

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olepi

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August 22, 2019 - 3:13 pm

I wouldn't want a cone that is based on the facing of the tank. It would make more sense to be to be a pbaoe of the tank, or an aura. If you are within x feet of the tanker, you are shielded, no matter what direction the tank is facing.

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Gerald_Deemer

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August 22, 2019 - 12:27 pm

It seems like a nice idea. Make it an optional power and everyone should be able to live with it.
Can`t wait for the little cute girls using this as a tanker group. 😀
Give this dev a beer he had a nice idea.

happydolphin

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August 22, 2019 - 11:56 am

Well I always imagined something similar that would make sense. Something like the tank could literally act like a wall to cover people standing behind him from projectiles. There could be an aura effect that as long as his allies stand somewhere behind him he will take all projectile and area of effect damage.

Hadder

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April 23, 2019 - 1:08 pm

Consultant post_id=21416 time=1554465942 user_id=53 said:

Yesterday one of our devs suggested adding a power (he called it "Meat Shield") for tanks. It would be something that tank chooses to take, or does not, rather than an inherent power.

I think this should not be so much a power but an intended skill of being a tank.

Consultant post_id=21416 time=1554465942 user_id=53 said:

His idea is that the tank should cast a wide (90 degrees?) field behind him which increases defense and resistance to squishy players who are following him at a distance (out of AOE range around him), as a buff.

This would give the support, healers and devastators a safer spot in chaotic battles to cluster.

I am thinking a "telegraph defense" effect would work. Like how telegraphed attacks work but in reverse and would project behind the tank so those "standing in his/her wake" would know where to stand and how far the area would be covered. Perhaps it can be staggered based on distance. as well. The closer he/she is to the target, the wider the band, the further away, the narrower the band.

Perhaps it can be affected by the tank's health as well. (See below)

Consultant post_id=21416 time=1554465942 user_id=53 said:

Of course decisions like this can have unintended consequences. If we did implement something like this, it might create a guild of cute girl tanks in short shorts, as fewer would presumably follow an Ambassador-esque figure if they are going to be looking at the tank's posterior all of the time.

I have no problem staring at a... err ahem... standing behind an Ambassador-esque posterior. 😀

Consultant post_id=21416 time=1554465942 user_id=53 said:

So, how do people feel about a Meat Shield power?

Here are some thoughts that could be cool.

(Telegraphed) Defensive Barrier (Manual Proc)
Based on Range with a Cone Attack and based on the tank's health when the ability is procced.

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Or how about the cone changes verses how close the tank is to the enemy. The tank and the rest of the party would need to constantly be aware of each other's movements because if the tank movies, so does the telegraph defense. You would also need to be aware of the Enemies movements because if the enemy jumps back and launch an AOE, the cone will change based on the range.

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Kelvinkole

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April 7, 2019 - 7:58 pm

GladDog post_id=21474 time=1554677821 user_id=235 said:

Almost all MMORPGs based on the trinity have a tank ability to mitigate damage away from the tank's chosen target. Some of them use click powers with a timer, some use a power that only affects the next attack or two on the tank's selected ally. Some of them use a toggle that is either PBAoE or single target. The bottom line is that CoH was one of the very few games that did not have such a power. Even DCUO and CO have such a power for some of their tank sets.

Mostly though, from my experiences, those skills I involve splitting the damage received by the target with the tank. I'm sure there are examples out there that don't fit that mold.

I'm okay with skills that split damage as that encourages some teamwork and has a trade-off, it's not a direct buff.

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GladDog
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April 7, 2019 - 6:57 pm

Almost all MMORPGs based on the trinity have a tank ability to mitigate damage away from the tank's chosen target. Some of them use click powers with a timer, some use a power that only affects the next attack or two on the tank's selected ally. Some of them use a toggle that is either PBAoE or single target. The bottom line is that CoH was one of the very few games that did not have such a power. Even DCUO and CO have such a power for some of their tank sets.

As a veteran tanker in numerous games, this ability is pretty doggone useful. I don't really like something that forces your teammates to group up in one spot right behind the tank, making them susceptible to AoE attacks that were meant for the tank.

I don't like the idea of something like this being a tanker inherent power, but I do like the idea of something like this being a click power on a timer as a PBAoE that the tank can choose from their powerset. Also, such a power should be tank only, and replaced by something else, such as a stealth or placate power, for Brawlers.

Ridgeman

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April 7, 2019 - 3:07 pm

Yeah, seems like that's treading into territory of Defenders and Devastators. If anything, maybe give the tanks an ability that'll reduce threat generated by their teammate(s) -- not redirecting it, though. That's opening up a griefing can that's better left closed, IMO.

On the other hand, I don't see the harm in giving tanks an ability that'll reduce damage inflicted by their target(s) so as to encourage better teamwork.

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Kelvinkole

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April 6, 2019 - 8:33 am

Do not approve. Please leave buffing, protecting, and healing to defenders and devastators.

If something like this is going to exist, put it in an ancillary power pool like Leadership in CoH which all characters have access to

Dying Breath

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April 6, 2019 - 1:26 am

No thank you. Do not want.

I suspect that you will have a difficult enough time balancing Defenders and Devastators without allowing Tanks to add supplemental buffs.

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Odee

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April 5, 2019 - 2:07 pm

Consultant post_id=21416 time=1554465942 user_id=53 said:

Yesterday one of our devs suggested adding a power (he called it "Meat Shield") for tanks. It would be something that tank chooses to take, or does not, rather than an inherent power...

So, how do people feel about a Meat Shield power?

Oh the mental images this topic brings to mind Laugh

AxerJ

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April 5, 2019 - 1:52 pm

I like the idea of a tanker type hero leading the team forward, but not so keen on having position potentially limited in-battle. Part of the fun is moving around freely, and sometimes it's awesome for blasters to take up a high-ground position and rain fire or whatever down like a wizard 😛 I think I tend more to power-driven positional defense increases - a defender, or even a tank, creating a force field to take cover in during a boss's assault attack, for example. I do like asking us to position ourselves well - what if heroes had to stand shoulder to shoulder in a line to receive some kind of (once an hour) 3-minute buff? Cinematic start to a tough fight!

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Golden Ace
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April 5, 2019 - 9:47 am

I was actually kind of thinking that this type of power would better be suited for a shield defender.

Sometimes You Feel Like a Tank, Sometimes You Don't

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