
gazm wrote:there are enough debuffs and buffs in the game that an organized group of 6 could probably plow through just about anything without the need of a "taunt"
No one has a taunt, everyone has damage, debuffs, and buffs. Looks good to me :3

Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.
gazm wrote:Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.
You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...
Unless there was some leak of the entire skill tree somewhere to look at?




gazm wrote:Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.
You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...
Unless there was some leak of the entire skill tree somewhere to look at?

Cadence wrote:gazm wrote:Korean wrote:You've missed the point of Engineerers Aegis tree, there's not that much use of them if they're not in attackrange and hence to how the aggro-system works mostly end up running after the mobs that's running after your DPSers.
You know the full tree hasn't been revealed, right? For all we know there will be a taunt. Haha...
Unless there was some leak of the entire skill tree somewhere to look at?
For a taunt to be that far down the skill tree would be kinda lame :\
I'm starting to hope for a purchasable taunt rather than one down a skill tree....since a skill tree taunt will just....end up in drama from some of the people that are only going to play singleplayer.

Ashnal wrote:I think a general spell taunt would work with the game's flexible character design, and would be a tough decision when you have limited spell slots. Couple caveats though, It shouldn't be able to taunt all enemies all the time, give it a moderate CD and an effect length that is as long or slightly longer than other hard CC effects. This way using it at the right time on the right enemies is part of tactical gameplay, and can give purpose to having multiple characters with the spell.
All the other suggestions are great, but I do take exception to the one asking for better loot on harder difficulties. That idea has been discussed quite a bit around here by most people who believe that the Diablo series' 'difficulties' were actually difficulty settings. They were merely new game+ modes and TL2 will have that I assume. The big issue with giving better loot on harder difficulty settings is that in the end you end up making the game easier in relation to the loot dropping. The game is designed to have the same player power curve for every difficulty level and merely adjusts monster power to make the game harder or easier to suit different players (and different numbers of players). When you adjust the player power curve higher on average by dropping better loot the game becomes a bit easier than it is currently tuned to be. Some have said you can solve that by making monsters tougher, but all that really does is make the numbers arms race more slippery slope since they just rise faster to accommodate better loot. SO you end up with a game where the numbers increase faster than the other difficulties, with no other difference. That does pose a problem when you consider multiplayer and the fact that an Elite character joining a veteran server will be overpowered for his level compared to veteran characters at the same level.
Basically, better loot for harder difficulties would only please players who need a superficial number increase to feel they're rewarded, while breaking the drop in and out nature of cross-difficulty multiplayer games.
Other players have suggested that Elite difficulty have special cosmetic (think cooler variants of normal items and unique items) drops that are Elite exclusive, satisfying the need for elite players to feel special without breaking the game balance. I personally like that idea the best.

Korean wrote:I would actually like to see some kind of response from Runic Games regarding these matters, feels like speaking to deaf ears. <3 If you bump into this post please leave some thoughts or just a conformation that you've seen it and that you hated the idea. Cheers (have a wonderful start of this summer).

Arimil wrote:I hope they DON'T add a taunt. It's counterproductive to AI and I feel to many games already use this broken mechanic.




Bones40 wrote:If the Aegis tree isn't supposed to be tanking, why is it even in the game. It has absolutely no value in a multi-player game at the moment, it's a complete waste of skill points unless you are playing by yourself. Why invest in defense, if your DPS will be so low that you will never get hit? It makes no sense to give players an option to make their character able to take lots of damage if they will never, ever be hit until all other players are dead.
Runic either needs to take away defensive builds or add a taunt. The way it is would be fine for TL1 or any other single player game. Their concept works in that environment. But the moment you take it online, there's absolutely no need for a defensive focused build. In single player, sacrificing DPS for survive-ability is totally viable in that environment. Adding it to a multi-player environment completely breaks the balance of the mechanic if there is no taunt, and turns that character into a waste of space. He's built to take damage, but can't get any monsters to attack him so he is reduced to just running around chasing mobs and doing very little damage.


Practiti0ner wrote:Bones40 wrote:If the Aegis tree isn't supposed to be tanking, why is it even in the game. It has absolutely no value in a multi-player game at the moment, it's a complete waste of skill points unless you are playing by yourself. Why invest in defense, if your DPS will be so low that you will never get hit? It makes no sense to give players an option to make their character able to take lots of damage if they will never, ever be hit until all other players are dead.
Runic either needs to take away defensive builds or add a taunt. The way it is would be fine for TL1 or any other single player game. Their concept works in that environment. But the moment you take it online, there's absolutely no need for a defensive focused build. In single player, sacrificing DPS for survive-ability is totally viable in that environment. Adding it to a multi-player environment completely breaks the balance of the mechanic if there is no taunt, and turns that character into a waste of space. He's built to take damage, but can't get any monsters to attack him so he is reduced to just running around chasing mobs and doing very little damage.
This is not an MMO.. its a dungeon crawler.
The Aegis tree is as you said meant to be a survivability build, and games like this do not need the holy trifecta which is DPS, Healers and Tanks. The second you add taunts you will need to add Heals which are not in the game, so then if you add heals you will then need to add an extremely dedicated DPS tree(s).. you cant have 1 without the others.
So like i said this is not an MMO, if you want that holy trifecta of DPS, heals and tanking then i would suggest you pick up an MMO, as this is not that type of game. The aegis tree is simply there to take more damage, and there is no reason why an aegis build would not work well in multiplayer games.. as it completely would.
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