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Hey dude, welcome to the boards ( its 1st time I see you posting)
On a tougher note, I would resist this suggestion, partially because it simplifies the game, partially because it erases this line between good and bad tanks.
There is a difference between tank who thinks about taunting a mezd mob and tanks who dont. Between tank who wakes up a mob when his rescues r ready and tanks that dont. Between tank that anticipates developing events and tanks that dont.
I usually yell at my group for breaking aggro ahead of me. And I wait for endurance to go up, I stand by the cleric and wake up with torture, after a couple of taunts, I have cleric on defensive target when I wake up a mob, and I make sure all my rescues are up and available. I am ready for a mob going for a cleric. And I do everything I can to make sure mob doesn't hurt my cleric or psi.
Point is... simplification destroys the game. Game that is trivial is no fun, it offers no challenge. And I think most of people on these boards agree with me, that there is a wild difference between taking tediousness out of the game, and taking steps to introduce triviality into the game. And while people here like to get rid of tediousness, they are also wildly opposed to making the game trivial. I think what you are proposing is a step towards making tanking more trivial. Rescues are there for a reason. On the other hand, having rescues resisted, is a PITA that is tediousness.
After all, we all left wow,eq,eq2,uo,u name it what games, to come and play VGSoH, because it promised a challenging fun style, and not a "read-a-walkthrough-follow-X-steps-WIN-F@T-L33TZ" type of playstyle.
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