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Hello all,
To spark up a convo I would like to hear your opinions on threat management for Tank characters (characters that take damage for the team and protect squishy characters.)
Should threat be very easy to accumulate for tank characters? like one skill gives you 1000% TRG for the battle and there is no chance of of an ally stealing threat from the tank? Maybe a passive state even if this is a favored route. This makes it so players can focus on just doing the max damage from the get go and the healer just has to keep the tank alive to make sure the group doesn't die.
Should threat come in waves and have to be managed till the next wave.
Example: You have a visual display of each character's threat (TP maybe.) And your tank has a provoke skill that gives him like 50 threat and he can't use provoke for another 3-5 turns. During those 3-5 turns the rest of the party has to make sure they're threat level doesn't exceed the tanks threat level in fear of taking high damage.
Should threat be be managed through use of combos. Where if a tank uses skill A one turn followed by skill B on next turn they gain a 10000% TRG buff that lasts for 1~3 turns (random maybe?) and they need to keep using combos in order to maintain a decent degree of threat. Different combinations can be done to still generate the TRG buff so it's literally not just A > B over and over. maybe A > C, B > C > D (consumes some resource) to give a super threat buff that lasts 3~5 turns.
Should threat be a one turn only situation and an ally can help you maintain threat on other turns.
Example: Tank uses provoke to give him 1000% TRG till the next turn and can't use provoke for another 3 turns. So he takes all the damage this turn from foes but the next two turns is random selection. A (Rouge?) character on the 2nd turn then uses a skill that gives target ally 1000% threat this turn (distract?) and can use it on the tank to make sure the tank takes the damage this turn as well. so now just the 3rd turn is a random target and the tank can use provoke on turn 4 and start the process over again. Could be interesting if the enemy is casting a powerful magic attack that takes a few turns to charge, and the healer has super high magic defense and the rouge gives the healer the 1000% TRG for that turn to soak up the magic attack.
Which method of threat control do you prefer? How do you manage threat in your game (if it uses a tank character?)
To spark up a convo I would like to hear your opinions on threat management for Tank characters (characters that take damage for the team and protect squishy characters.)
Should threat be very easy to accumulate for tank characters? like one skill gives you 1000% TRG for the battle and there is no chance of of an ally stealing threat from the tank? Maybe a passive state even if this is a favored route. This makes it so players can focus on just doing the max damage from the get go and the healer just has to keep the tank alive to make sure the group doesn't die.
Should threat come in waves and have to be managed till the next wave.
Example: You have a visual display of each character's threat (TP maybe.) And your tank has a provoke skill that gives him like 50 threat and he can't use provoke for another 3-5 turns. During those 3-5 turns the rest of the party has to make sure they're threat level doesn't exceed the tanks threat level in fear of taking high damage.
Should threat be be managed through use of combos. Where if a tank uses skill A one turn followed by skill B on next turn they gain a 10000% TRG buff that lasts for 1~3 turns (random maybe?) and they need to keep using combos in order to maintain a decent degree of threat. Different combinations can be done to still generate the TRG buff so it's literally not just A > B over and over. maybe A > C, B > C > D (consumes some resource) to give a super threat buff that lasts 3~5 turns.
Should threat be a one turn only situation and an ally can help you maintain threat on other turns.
Example: Tank uses provoke to give him 1000% TRG till the next turn and can't use provoke for another 3 turns. So he takes all the damage this turn from foes but the next two turns is random selection. A (Rouge?) character on the 2nd turn then uses a skill that gives target ally 1000% threat this turn (distract?) and can use it on the tank to make sure the tank takes the damage this turn as well. so now just the 3rd turn is a random target and the tank can use provoke on turn 4 and start the process over again. Could be interesting if the enemy is casting a powerful magic attack that takes a few turns to charge, and the healer has super high magic defense and the rouge gives the healer the 1000% TRG for that turn to soak up the magic attack.
Which method of threat control do you prefer? How do you manage threat in your game (if it uses a tank character?)
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