Innovation Fail
I’m pretty easy on innovation. I love Gears’ cover system innovation, even if other games had worked out most of the quirks. I agree with Brandon Reinhart that Warhammer isn’t getting enough credit.
This post on WoW Insider, however, is where I draw the line. Emphasis added:
In short, the way Blizzard has traditionally made tanking work – made sure the tanks are causing more threat than everyone else, so the mobs will attack them – is by keeping their damage low, but raising their threat with threat-increasing auras and threat-boosted abilities. This is not the tack they’re taking in LK, based on some trends that have been emerging in blue posts over the last month or two….
Instead of focusing on adding extra threat to various abilities, they seem to just be boosting tank damage. This is pretty brilliant.
“Taunting” is, essentially, an AI exploit that has been “designed” into a staggering number of games. Moving very slightly away from that exploit is not brilliant. Making the decision to take the system that you copied 100% from previous games, and pull a little harder on lever A than lever B, is not innovation. It’s just playing around with the mechanisms you’ve already got in place– something gamers do every day.
