Zaodon
08-01-2011, 12:50 PM
I had some ideas about, perhaps, changes to intimidate which could make it function a bit more flexibly. I'll write the idea like patch notes:
Changes to Intimidate:
A Successful Intimidate check has the following 2 effects:
1. puts that player immediately on the top of the hate list for all affected targets, plus a buffer, based on how much they succeeded by.
2. places a debuff on all targets affected called "Intimidated". Any player other than the one who placed the "Intimidated" debuff receive less hate from attacks and spells on the affected targets. The player who placed the "Intimidated" debuff receives more hate from attacks and spells on the affected targets.
- If more than 1 player successfully uses Intimidate on the same target(s), the higher final skill check value overwrites the lower one (higher total roll wins).
- this debuff lasts (X) seconds (to be determined, maybe 15 like it is now)
An Unsuccessful Intimidate check has the following effect:
1. Adds a buff to the player called "Bully". All attacks by a player with this buff generate a small bonus to the hate generated.
- this buff lasts (X) seconds (to be determined, maybe 15 like it is now)
Groups/Raids could decide who will be the lead DPS ("tank"), and they will be the only one using Intimidate (no other players should be using it). By cycling Intim into their rotation (with a good intim skill), they will be able to maintain agro much more reliably without having to worry so much about "damage spikes" stealing their agro away. Yes, this could still happen anyway with a big enough spike, but with the dual affect of "I deal more hate, everyone else deals less hate" while the debuff is applied, it will mean that the "tank" should be able to keep agro against other DPS who are at least somewhat close in overall DPS with the tank, or even if they out-DPS the tank by only a modest amount. i.e. if the tanks DPS is at least somewhere near the highest DPS, they should be able to keep agro with no agro swapping.
Then, of course, when you factor in hate-generating gear/skills (and hate-reducing gear/skills other players might decide to wear), this should mean players can build intim tanks which are able to properly place their build points (stats, skills, feats, enhancements) towards tanking to "make up for" not fully maximizing DPS, yet still retain the new flavor of intimidate which does in fact rely on steady DPS (not just spamming the intim button) to retain hate.
i.e. Its a mix of the old and new methods. You must maintain steady DPS, but your Intim (+skills/gear) serves to put you ahead of other DPS so long as your DPS is not totally gimped.
So, you can't stand there and spam the key while shield blocking, but at the same time, you are not required to simply make a "Max DPS toon with hate gear on". This form of Intim allows you to at least make an AC-build or DR build (or a combination thereof) to synergize with Intim, so long as you also make sure the DPS isn't completely sacrificed in doing so. In other words, it makes more builds viable, and thus less "cookie cutter" effect in the game.
Thoughts?
Changes to Intimidate:
A Successful Intimidate check has the following 2 effects:
1. puts that player immediately on the top of the hate list for all affected targets, plus a buffer, based on how much they succeeded by.
2. places a debuff on all targets affected called "Intimidated". Any player other than the one who placed the "Intimidated" debuff receive less hate from attacks and spells on the affected targets. The player who placed the "Intimidated" debuff receives more hate from attacks and spells on the affected targets.
- If more than 1 player successfully uses Intimidate on the same target(s), the higher final skill check value overwrites the lower one (higher total roll wins).
- this debuff lasts (X) seconds (to be determined, maybe 15 like it is now)
An Unsuccessful Intimidate check has the following effect:
1. Adds a buff to the player called "Bully". All attacks by a player with this buff generate a small bonus to the hate generated.
- this buff lasts (X) seconds (to be determined, maybe 15 like it is now)
Groups/Raids could decide who will be the lead DPS ("tank"), and they will be the only one using Intimidate (no other players should be using it). By cycling Intim into their rotation (with a good intim skill), they will be able to maintain agro much more reliably without having to worry so much about "damage spikes" stealing their agro away. Yes, this could still happen anyway with a big enough spike, but with the dual affect of "I deal more hate, everyone else deals less hate" while the debuff is applied, it will mean that the "tank" should be able to keep agro against other DPS who are at least somewhat close in overall DPS with the tank, or even if they out-DPS the tank by only a modest amount. i.e. if the tanks DPS is at least somewhere near the highest DPS, they should be able to keep agro with no agro swapping.
Then, of course, when you factor in hate-generating gear/skills (and hate-reducing gear/skills other players might decide to wear), this should mean players can build intim tanks which are able to properly place their build points (stats, skills, feats, enhancements) towards tanking to "make up for" not fully maximizing DPS, yet still retain the new flavor of intimidate which does in fact rely on steady DPS (not just spamming the intim button) to retain hate.
i.e. Its a mix of the old and new methods. You must maintain steady DPS, but your Intim (+skills/gear) serves to put you ahead of other DPS so long as your DPS is not totally gimped.
So, you can't stand there and spam the key while shield blocking, but at the same time, you are not required to simply make a "Max DPS toon with hate gear on". This form of Intim allows you to at least make an AC-build or DR build (or a combination thereof) to synergize with Intim, so long as you also make sure the DPS isn't completely sacrificed in doing so. In other words, it makes more builds viable, and thus less "cookie cutter" effect in the game.
Thoughts?