Taunt Cooldown

Beekeeper

New member
Original poster
Apr 22, 2024
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From the wiki page:
Taunt has been reworked completely from base-game mechanics. Taunt will no longer fire an animation, or impact the target's AC. Taunt will now function as a single-target threat boost. This is intended to allow tanks (and others), and opportunity to peel enemies away from vulnerable party members.

Threat calculation: d20 + Taunt Skill rank (non-base).

Cooldown: 120 seconds.

I would like to suggest decreasing the cooldown of this skill. Instant threat generation is very useful to characters who struggle with causing enough damage in order to attract enemy focus and fulfill their role properly - primarily fighters and wardens with one handed weapons and shields. As is, two minute long cooldown limits its usefulness, and often enough it is not available when necessary, for example when the ranged characters receive aggro repeatedly. The fighter can only pray the attacks will hit and be sufficient combined with concentration/intimidate threat.
A flat decrease to 60 seconds would make a significant difference. Additional class feats decreasing the cooldown futher for fighters, barbarians and especially wardens would help make the shield users more relevant.