The point of this thread was to expose a discrepancy between jobs of the same role and how it can affect combat design moving forward. Even if the situations I’m bringing up are from original Orbus, or things that don’t matter right now, this is about how the future of combat can be designed in Reborn because the class mechanics implemented now can greatly limit or expand what is possible to do in the long run.
My immediate apprehension towards automatically using taunt off cooldown stems largely from how boss fight rotations from Tradu on all followed this familiar scheme: 3 hits, aoe, tankbuster. Or a variation just in a different order.
I do realize the plan is to move away from this in Reborn. The reason I bring it up now is because things like the Warrior shield recharge timer and Musketeers being solely cooldown based played a large role in locking us into that 15 second or so style rotation.
I’m not trying to say the fights were bad in Original Orbus, or the other mechanics aren’t great. It feels truly amazing to perform well in the game, and I’d rather be here than on a screen based MMO any day.
In VR we can’t have nearly the depth of toolkits possible on standard mmos, so every choice we make in this area will have a large impact.
I’m trying to convey my concern that if Paladin gets locked into forcibly using their taunt on a 10 second cooldown, any mechanic that could involve using taunt will always be locked into a timer that works for it like what we saw with boss rotations due to the Warrior shield recharge timer.
To make matters worse, PLD abilities are all gated behind having orbs to spend. And the only ways to get orbs are taking damage or using lightning strike, which will burn your taunt unless you’re keeping super close tabs on the timer. So in raids for example, if you’re in an off tank position and you have no orbs, you’re dead weight. This wouldn’t make for very fluid or satisfying combat structure, in my opinion.
There are other scenarios, such as what if I just want to taunt at a specific time? What if it’s just one mob walking up and I want to hold the taunt for the group following it? What if I’m dealing with super gnarly DPS in my group and I want it to jump the aggro gap when they pull off of me?
There could be any number of reasons to want control over when you taunt. Even if it is just those few, I have a hard time imaging a reason why it would be sensible to have taunt forcibly used off cooldown by comparison. I am open to listening to the thought process though, these things are super important.
At the moment I really think we should find a solution that involves player input and make the taunt an active use ability, not an automatic use on an ability that gates the orbs needed for everything else Paladins do.