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High Power=Low Tier?

What if it's a good thing to have some long, drawn-out battles? Not only have, but make the player want to have drawn out battles? I think the only way the Tank is going to get better (in average RPG's to date) is to implement different styles of classification and abilities. Take static abilities, ones that you don't have to use to see an effect, ones that are active constantly, and give them a real use. Most to date are useful in their own right, but are more often than not simple things- using an antidote when you get hit with poison. I'm talking specific.

Make a static ability that allows you to gain a very small amount of exp for every hit the tank takes in a row past the first. Or make his counter-attack rate go up a small percentage instead. This, I think, would make the player want to stay around in a fight long enough to see good effect. These type of abilities don't have to be limited to just the Tank, either. A speedy-type character can get such things as 'Attacks taken before the enemy deal less damage, but evasion rate for the turn increases'. The best thing to do with a system like this is what they did in BoFIII, where only one person can have that ability at one time, but be tradeable.

High Power=Low Tier?

I am brand new here, but I read through the topic, and good discussion. I never really thought about the fact that most Tanks do kinda... suck.

Couple things I thought of though. Since I'm playing Breath of Fire III currently, I'll start with Garr. He does suck unless you use him properly, true. The one thing I didn't see mentioned is the availability of elemental Strike moves in that game you can give him. He may just seem like the 'wail-away-and-take-damage' Tank, but with the Strike moves, he becomes very deadly, very fast. Due to magic sucking big boat, utilizing elemental weaknesses through physical blows is a devastating way to compensate. This is an effective method of counter-acting his uselessness, but you must remember his absolute crap AP and prepare accordingly.

The other thought I had was to give Tanks some useful abilities that depend on him/her taking damage to trigger them. I came up with one so far- using it, the Tank takes an extra 10-15% more damage. After that, about 5-10% of that total damage gets dispersed amongst the other party members in the form of a heal. It doesn't seem like much, I know, but give him a 'target me!' type ability and you can pretty much keep everybody else alive indefinitely. This would put him/her in a considerable amount more danger, but gives him the chance to be a healer, too.

What do you think?
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