Good point. A tank should only get agro above his own group. Is there a dps group doing more damage? That group should take agro and when they wont have a tank and druids or other supporting classes. If they will get agro they will think about if they wanna do that (because it is gonna be an expencive fight).Here is my alternate solution from the other thread. So far no one has commented on it at all.
Another example would be to award the kill not simply on dps, but on a combination of dps and hatred (aggro). This would mean that someone KSing would actually have to take the risk of being hit in order to KS. They could not simply take advantage of another groups work, but would also have to gain aggro and survive that aggro such that the combo of both accrued aggro and dps were greater than the other party.
This means that the kill reward is in great part based on the groups aggro management skill, rather than a hard wired trigger that can be exploited or solely on the amount of damage done. It still allows a higher level group to dominate a lower level one, which does not solve the monopoly problem, but eliminates a single dps class or small dps team from KS the target since aggro is a function of Taunt and Heals, rather than just dps.
Thinking about it, I like this solution much better than the first hit target lock as it still requires, and even amplifies the competive nature of things, but on a leveld playing field useful to all classes.
Re: Discussion of alternate solutions to target lock
#11Marshill good topic, finnaly someone that is looking to the bigger picture and you have some good ideas too.