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  Click here to go to the first Dev post in this thread.   Thread: taunt rework possibly??

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    Senior Member Immortal_Blood's Avatar
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    Question taunt rework possibly??

    i feel taunt being overriden by other taunts is bad.. taunt rework or making warriors taunts "different" may be good idea.. right now it feels like warrior taunts are useless..

    i just taunted some mobs and the other player in my pt attacked em and they agro them instantly.. i dont see the use of taunt if its gonna be overriden like that .

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    CTO asommers's Avatar
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    I'll add this to the list of things to look at.

    -ALS

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    Senior Member Stephencobear's Avatar
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    Quote Originally Posted by asommers View Post
    I'll add this to the list of things to look at.

    -ALS
    This may be of interest
    Taunt is canceled by anyone who does more damage than the tank

    https://www.spacetimestudios.com/sho...tten-by-damage
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    Senior Member Immortal_Blood's Avatar
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    cheers.. :P i appreciate it

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    Senior Member Immortal_Blood's Avatar
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    Quote Originally Posted by Stephencobear View Post
    This may be of interest
    Taunt is canceled by anyone who does more damage than the tank

    https://www.spacetimestudios.com/sho...tten-by-damage
    im certain.. i noticed it earlier when running rahab... i had the agro of a mob and the party mage attacked the mob and within a second or so the mob now shoots the mage..

    i said in other thread that the timer for a taunt to wear off (if there is one) should be increased to 9999999s for warriors.. i think that would make warriors actually op.

    but of course.. if someone does a lot more damage i get it why the mob would be smart enough to change targets.. makes sense/.

    not sure how to solve that..problem.

    gonna get complex i think.. hahahhahha.

    perhaps a 5s proc for idk "hard taunt" is applied when warriors taunt.. (hard taunt cannot be overridden by other taunt factors from any source)

    the cooldowns for the skills-

    horn 15s
    jug 35s?
    windmill 10s
    chest splitter 3s

    well due to chest splitter u could effectively have agrro indefinitely if hard taunt works for 5s.

    it would help a lot.

    I noticed in fly lord my rogue friend died quite frequently because taunts sometimes get overridden at the "perfect time" by her op attacks, and guess what.... orricks 1 shot abilty has just charged up.. hahahah

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    Mages heal skill also takes aggro from very far away

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    Senior Member Stephencobear's Avatar
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    Quote Originally Posted by Thewolfbull View Post
    Mages heal skill also takes aggro from very far away
    Ty! This is exactly the kind of things that should not supersede taunt
    Just like damage output

    @ Abbk, I think I agree mostly to the jist of your ideas, but as to the specifics, I’m not sure
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    Senior Member Fearrr's Avatar
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    Quote Originally Posted by asommers View Post
    I'll add this to the list of things to look at.

    -ALS
    That is great to hear. I agree with the others in here that a War's Taunt should not be losing Aggro to other sources besides another War's Taunt. Since Taunt is related to Pve only would it be that big of a deal to have a Hard Taunt type of feature like Immortal described? How much time would it take to make this happen? Before Elite Zodias Gauntlet? I think Taunt and War's being able to do it properly is going to be very important in that New Map.


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    CTO asommers's Avatar
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    This has been implemented and will be in the next server (content) update.

    Mobs will hold the last taunter for 5 seconds.

    -ALS

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  15. #10
    Senior Member Immortal_Blood's Avatar
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    Awesome , ty ! :> I am looking forward trying out new taunt!

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