Weep
Godspeed to the sound of the pounding
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The role of "tank" has always seemed hard to design, to me. It almost has to contradict itself. I'd like to post some of my thoughts on the subject, and get yours.
A tank is:
It's this last point that is the most paradoxical: it seems as though a tanking unit must be able to draw attacks despite not being the most advantageous target for the enemy. After all, if a tank can't put the enemy into a less-than-ideal situation by drawing damage away from the better targets, what good is it? But then, what would make them attack the tank?
Or if it is the best target, it might mean it's the biggest threat possible and the team would be better off composed of nothing but tanks and support (and thus removing the distinction between tank and DPS). This isn't necessarily true, but it is one angle by which to consider the design of a tank.
How can a tank get the enemy to attack it even though it would be better for the enemy to attack a more vulnerable and more dangerous teammate?
Alternately, the tank can be the most advantageous target, but only when working with DPS teammates (or, not very useful with other tanks).
What would create synergy between a tank and a DPS unit, where the tank is the preferred target for the enemies, yet it would not be better to instead field two tanks or two DPS units?
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That's what I've come up with. What are your thoughts?
A tank is:
- A unit that can survive a lot of damage, more than other types of units.
- Less powerful on offense than DPS-oriented units, or else there would be no point to playing the DPS units.
- Able to benefit the team by drawing enemies' attacks away from more vulnerable friendly units.
It's this last point that is the most paradoxical: it seems as though a tanking unit must be able to draw attacks despite not being the most advantageous target for the enemy. After all, if a tank can't put the enemy into a less-than-ideal situation by drawing damage away from the better targets, what good is it? But then, what would make them attack the tank?
Or if it is the best target, it might mean it's the biggest threat possible and the team would be better off composed of nothing but tanks and support (and thus removing the distinction between tank and DPS). This isn't necessarily true, but it is one angle by which to consider the design of a tank.
How can a tank get the enemy to attack it even though it would be better for the enemy to attack a more vulnerable and more dangerous teammate?
- Physically blocking enemies from being able to attack allies, like a wall, so that the tank must die, retreat, or be circumvented before the better targets can be harmed.
- Being able to interfere with an enemy offensive against allies, eg. via stun or knockback.
- Coercing enemies to attack the tank, overriding their control, ie. Taunt. (IMO, this is the least interesting idea, because it would either be of limited use against player-controlled units, or annoying in how it would deny control.)
- Buffing allies in such a way that the tank absorbs damage taken by allies.
- Creating a lot of confusion and distraction such that the enemy might not notice other allied units.
Alternately, the tank can be the most advantageous target, but only when working with DPS teammates (or, not very useful with other tanks).
What would create synergy between a tank and a DPS unit, where the tank is the preferred target for the enemies, yet it would not be better to instead field two tanks or two DPS units?
- Combining the roles of tank and support, where the tank can heal or increase the defense of allied units to the point where the tank should be killed first, although the tank by itself cannot form a significant offense.
- Finding a balance that allows a team to coordinate an attack where the tank's strength allows it to approach first, posing enough of a threat itself that it cannot be ignored yet little enough threat to incite an enemy retreat, and surviving long enough to gather attacking enemies against it. Then, when their mana is exhausted and the enemies are grouped together, the allied DPS units and nukers may head in to deal even greater damage. (Difficult to achieve this balance!)
- Being a dangerous attacking unit in a different fashion than a DPS unit, eg. being ineffective against units but destructive against buildings, so that the two units complement each other in a necessary way.
- A game mechanic where a tank would be devastatingly powerful if not attacked (eg. by giving it bonus damage against enemies that are not targeting the tank), such that in practice the tank will produce less damage than a DPS unit, but only because it was necessary for the enemy to attack the tank to impair it in a way that would not work against DPS units. Therefore, the vulnerable DPS unit remains the main damage dealer, and is made more effective than 2 DPS units by the protection of the presence of the tank.
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That's what I've come up with. What are your thoughts?