The concept of threat, or “aggro” is one that any MMORPG player needs to be aware of, at least insofar as grouping is concerned. In short, threat is a numeric value identifying the amount of attention a computer-controlled creature pays to a given human-controlled character. Given traditional class dynamics in MMORPGs, it becomes advantageous for certain classes to artificially inflate their threat, as some classes (tanks) are better able to absorb damage. Other classes, meanwhile, must control their threat by reducing the amount of damage they do, else utilize abilities designed to artificially deflate their threat.
The threat mechanic is virtually obsolete in competitive player-versus-player (PvP) gameplay. In a game like World of Warcraft (WoW), where the tanks have abilities that do nothing but generate threat, players become agitated that these “taunts” serve no PvP purpose. For example, when grouping, a tank can taunt an enemy, thereby placing the tank at the top of the creature’s threat list, even if the tank was previously at the bottom of the list. In this way, a tank can spontaneously “save” another player from doom, because he’s forcing the respective creature to focus all attention on himself.
Some players argue that taunting abilities ought serve a similar role in PvP gameplay, whereby a tank can taunt a player’s character, thereby forcing the player to target the tank, even if she was previously targeting someone else. This is a fair argument inasmuch as consistency in gameplay is concerned, but in reality, the amount of “threat” someone poses does not make them the most ideal target in a strategic sense. Even in some of WoW’s instanced encounters, threat mechanics may be delayed, or reset, in order to allow a computer-controlled character to attack someone not on the top of the threat list.
Understanding that it may be ideal for all abilities to have a PvE as well as a PvP purpose, we see that threat mechanics as they are today are not implemented ideally, mostly because of generic taunting abilities. It would be better to provide a threat value to every ability in the game, depending on the ability’s effect. That is to say, abilities that make for more serious buffs/debuffs on a target should create larger amount of threat. With this in mind, a logical step would be to attach a buff or debuff to every taunt ability.
For example, a tank’s taunt might have the additional effect of placing a damage debuff on the target, such that the target deals less damage for a duration of time or until the tank who taunted is dead. From an in-game perspective, it might make sense, then, for a taunted creature to want to focus its attention on the tank, and even in a PvP sense, a character may want to switch targets to the tank in order to cleanse themselves of the debuff.
These mechanics could be expanded, especially if the timers associated with buffs and debuffs are also tied to the character that created them. For example, a class capable of placing many debuffs on a target might be a more ideal target in PvP if their death causes the debuffs to be dispelled. Similarly, a class aimed at buffing their allies might be a strategic target if their death meant an end to the buffs on their respective allies.
With PvP seeing more serious attention from developers alongside traditional gameplay, it’s time that threat mechanics received a makeover. No ability should generate a serious amount of threat without otherwise affecting the target creature, particularly when the ability in question has absolutely no effect in PvP.
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