>>716298043 (me)
Bonus 2. Anyone know what game I'm referring to?:
>game has tanking>defense mechanics are pretty barebones and can almost be ignored>survivability from a stat perspective is almost entirely based on HP, not much else>despite the focus on HP, healing items, spells and abilities all heal a flat amount>dev generally doesn't put much thought into tanking as a concept and ignores most critiques of how tanking works because the dev's a parry/dodge-slop addict>even if you are built as a pure tank with max defensive stats and a gazillion HP, you still have a non-zero percent chance of just getting randomly two-shot>>716294565>TS1 had perfectly viable tanking with no issues, and the mechanics were fine>TS2 decided they didn't like tanking being "a thing" so they introduced the new directional-parry system on top of the regular parry/blocking>nerfed regular parries and blocking to be a lot less viable>added a boss and several enemy types specifically to fuck your ass if you don't use the directional parry mechanics>said boss is almost definitely put in the game explicitly to be a hard brick wall to stop players from NOT using the directional parry>you can GIT GUD to still beat the boss, but without directional parries it's the hardest boss in the gameI liked TS1 better, I'll have to replay it again some time soon, I think.
>>716298671Well that's a shit idea for online games since latency and lag can make that shit unpredictable. (See VRMMOs trying to cram Blade & Sorcery mechanics into online play.)
Also the idea just sucks in general because:
1. If you pick to be a tank, you shouldn't HAVE weak points, that just goes with the territory.
2. Adding more shit that tanks have to do to not die is just stupid, there's already too much shit going on.
3. All this weakpoint shit only sounds interesting in 1v1.