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Yeah, in this sense the system is bad and is dumb.
If it was a honest question - tanking works in this game if you are clever enough to fight in chokepoints and block the route of the enemies there. And also, not matter how much you think glass cannon builds work in this game, they don't. No matter what you do a good 50-60% resist is something every character should aim at - it helps enormously.
Granted, resists aren't super fun but they are very important to not just the combat system but also the gearing system. With no resists built into the combat then the gearing game just becomes stacking DPS stats - which is a super no-brainer and very shallow.
All of the above said, I honestly don't know what the devs plan is for the aggro system. Two of the pets have "Taunt for X amount of seconds" in the tooltips of their abilties; does Soldier not have anything like that?
There are skills that will generate aggro and there are pets that also do this.
Edit: Just checked and Blade Arc does indeed have "Taunt target for X seconds", the amount of time goes up per level.
Enemies not hitting tanks kinda makes sense. But does it make sense for magicians to throw their ranged spells on enemies who are standing right in their faces? And does it make sense for two players to be able to just attack 20 enemies without them ever fighting back since they're just chasing the third target for forever? Because that's how the gameplay is for the most of the time for us, and sorry but that is not smart AI, as you can see it's easily exploitable and mostly just annoying.
EDIT: Also it's close to impossible for tanks to block enemies because most enemies are lightning fast and the outdoor areas are really open so there aren't many chokepoints there. Sure we've managed to block enemies in doorways but it's not entirely reliable.
Other than that you want the Tank to charge into battle (so they are the first thing the mobs see) and use what ever AOE skill (IE Warcry) they got to grab mobs attention.
These games have co-op in mind, but not the rule of other games with raid bosses or bosses in general, they want to target everything or anything.
In end game diablo 3 is one of the most skill based things to be featured in the top 1000 players. These games DO take skill late game, (if the devs made that possible) but generally speaking there is little to benefit this game by making modes that make people strive to be the best. Because who knows who is cheating or not, Loot is dropped on YOUR machine, Not on the server.
So play this game for the fun, not the competitive nature some other games have. But saying it's not skill based is rediculus.
There are already pet abilities, player abilities, and items that taunt mobs in the game :)
-Enter boss area
-pets aggro the boss
-boss ignores the pets dealing 1200+ damage each strike
-boss chases summoner who didn't even cast a curse or anything
-kite around the central pillars with the boss glued to me
-pets chase him
-the only one able to hit the boss is the raven
-do this for five minutes
-boss finally dies
Now compare this to the Necromancer in Diablo II: LoD.
-Enter boss area
-Skeletons go for the boss
-start hitting him
-boss attacks the most apparent threat (skeletons and mercenary)
-necro has to do his best of avoiding any stray ranged attacks
-boss dies
I'm not saying no enemy should ever attack the summoner, but having to kite or make basically every build a tank because so many hard hitting enemies are like heat seeking missiles isn't really that great either. It hurts build viability if you absolutely must be a tank, and I think it hurts team play if every character has to follow the same formula.
Why even bother with multiplayer if everyone has to be more or less the same.
Here's some great tips if you are trying to build a "TANK" class in Grim Dawn or any games with weird aggro.
First off, there's already abilities with Taunt but when those are on cooldown you need to rely on a different strategy.
The main taunt ability is in Soldier, and it's called Blade Arc.
When this ability is on cooldown I suggest rotating skills with Control effects such as :
Terror (Terrify)
Confuse
Knockdown
Stun
Slow
Freeze
Sleep
And probably a few more that I missed.
Once you have enough CC (Crowd Control), tanking should not be an issue anymore.
Rofl!