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Taunting Broken

Petros
Petros
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Taunt is getting fickle, sometimes you have to taunt twice on a target, like Mantikora in the beginning...
(Not to mention that annoying whistling sound that the Mantikora making)


AND...

Midway, while the taunt is still active, the target will loose interest, as in, I still have 6 seconds left and the target runs so some random person.

Almost above all things, this needs to get fix asap, because, if not, then nothing can effective tank anything with out the stress of a broken ability, and no one will want to tank, if no one tanks, then there are no groups/raids.

This happens for both Undaunted Taunt and Sword and Shield Taunt abilities
"Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
- VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Helric
    Helric
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    I notified that too, since 1.5 aggro is more unstable.
    Sometimes i've to taunt fews times to take back my target, new kind of mechanical or bug ? That's the question ^^
    Edited by Helric on November 6, 2014 2:53PM
  • TehMagnus
    TehMagnus
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    +1 I've had issues keeping taunt and seen some very good tanks loosing agro a lot. Then again this might just be due to modifications in taunting (like it has already happened)

    Has anyone bothered to do extensive testing on this?
  • Elsterchen
    Elsterchen
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    This is nothing new - for me it happened since release (= since i am tanking).

    Actually thought it was meant to work like that. Happy if that is not the case.
  • pppontus
    pppontus
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    Elsterchen wrote: »
    This is nothing new - for me it happened since release (= since i am tanking).

    Actually thought it was meant to work like that. Happy if that is not the case.

    This is very different and did not happen before.
  • Elsterchen
    Elsterchen
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    pppontus wrote: »
    Elsterchen wrote: »
    This is nothing new - for me it happened since release (= since i am tanking).

    Actually thought it was meant to work like that. Happy if that is not the case.

    This is very different and did not happen before.

    "Midway, while the taunt is still active, the target will loose interest, as in, I still have 6 seconds left and the target runs so some random person."

    - To me, this has happened many times before so what is the difference, then?
  • D3usEX
    D3usEX
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    - To me, this has happened many times before so what is the difference, then?

    You are isolated case. I also tank since quite a while and I've never had this issue before. But now it's non stop everywhere. Same goes for other pro tanks in my guild. ZOS just screwed something as usual.
    Guild:Hodor EP EU
    NB: Enclaver DK: xDeus Victus
    Sorc:Deus Victus Templar:Enclaver X



  • Pmarsico9
    Pmarsico9
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    Helric wrote: »
    I notified that too, since 1.5 aggro is more unstable.
    Sometimes i've to taunt fews times to take back my target, new kind of mechanical or bug ? That's the question ^^

    Let me just jump in and say that this game doesn't have aggro. It has a single debuff that has diminishing returns on it. If this game had threat modifiers it would make tanking more widely desired and more interesting.
  • rophez_ESO
    rophez_ESO
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    D3usEX wrote: »
    - To me, this has happened many times before so what is the difference, then?

    You are isolated case. I also tank since quite a while and I've never had this issue before. But now it's non stop everywhere. Same goes for other pro tanks in my guild. ZOS just screwed something as usual.

    Just want to say that this is wrong (the bolded part.) It may be happening in trials, but in the vet dungeons I've done since update 5 (all the pledges) I've had no trouble keeping aggro as a tank.
  • TehMagnus
    TehMagnus
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    D3usEX wrote: »
    - To me, this has happened many times before so what is the difference, then?

    You are isolated case. I also tank since quite a while and I've never had this issue before. But now it's non stop everywhere. Same goes for other pro tanks in my guild. ZOS just screwed something as usual.

    Agreed never had this issue before.

    I wonder if they just didn't decrease the time needed to retaunt? I mostly taunt every 8s with inner beast (never puncture) and I felt I had less agro issues than you or whiteclaw (although it was in BC, maybe it also depends on the boss you taunt).
  • Armitas
    Armitas
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    I am seeing the same thing quite frequently in the regular dungeons. I have seen the boses go after other targets while still having an active taunt on them. I have even gone through 3 taunts in a row to no effect. It happens whether I use inner beast or puncture.
    Retired.
    Nord mDK
  • Evandus
    Evandus
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    I agree that taunting appears to be broken currently. I finally got an opportunity to run the pledge dungeons yesterday (Selene's Web/Elden Hollow) and it went as the OP describes.

    Right around the 9 seconds into a taunt mark it fails. And renewing a taunt sometimes will get the boss back. Mostly it doesn't though...
  • Pmarsico9
    Pmarsico9
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    Just to get it on record: Do you guys see a difference between Inner Rage and Puncture?
  • rophez_ESO
    rophez_ESO
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    Maybe it's a certain morph or level of the taunt not working right? What are you guys using? I use mostly "pierce armor" at rank 4. It seems to be working just like it always has.
  • GunemCleric
    GunemCleric
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    Another agree, i had noticed slight differences just after the patch (I use both puncture and inner beast). I see the taunt marker, but the mobs act flaky, especially bosses, break free earlier than normal, alternate attacks (hit someone else every-other attack...more often than before and not consistent heals or dps).

    Also noticed that it seems harder to target with inner beast. There have been a couple cases where I somehow cannot taunt over the head of a mob, for example, a 6-foot clannfear over the top of a 1-foot imp.

    I have not tanked much until lately so was not sure if things had changed since when I was tanking (1.2/1.3) or if it was the dungeons.

    Changes were made to taunt, but not sure how this would cause what I believe I am seeing.

    Patch notes:
    Fixed an issue where taunts were being removed if you taunted your enemy while they were immune to taunts. Your enemy will now keep the last taunt that was applied, and will be immune to future taunts
    Gunerm Cleric ~ Dragon Knight, Tank ~ vr14
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  • TehMagnus
    TehMagnus
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    rophez_ESO wrote: »
    Maybe it's a certain morph or level of the taunt not working right? What are you guys using? I use mostly "pierce armor" at rank 4. It seems to be working just like it always has.

    Inner Beast max leveled. Issues after 9s. I also had a couple of ocasions when taunt simply didn't work anymore and I had to spam it like 4 times to get agro back.
  • Bollerlotte
    Bollerlotte
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    Taunt is getting fickle, sometimes you have to taunt twice on a target, like Mantikora in the beginning...
    (Not to mention that annoying whistling sound that the Mantikora making)


    AND...

    Midway, while the taunt is still active, the target will loose interest, as in, I still have 6 seconds left and the target runs so some random person.

    Almost above all things, this needs to get fix asap, because, if not, then nothing can effective tank anything with out the stress of a broken ability, and no one will want to tank, if no one tanks, then there are no groups/raids.

    This happens for both Undaunted Taunt and Sword and Shield Taunt abilities

    As a tank i notived the same here. exactly the same, good to see this became a topic in here.

    i patch notes where said the taunt mechanicworks now adiffrent:
    • Fixed an issue where taunts were being removed if you taunted your enemy while they were immune to taunts. Your enemy will now keep the last taunt that was applied, and will be immune to future taunts.

    i can say that is not the situation right now.
  • Skylandra
    Skylandra
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    I was Informed there is a mechanic - if you taunt the same target 3 times in 10 seconds you lose aggro - I still need to properly check this - but when I uses it less - it seemed to work.

    There are also many bosses that will target a secondary team member as part of their rotation - so If you hold the Aggro as Tank, the boss will target another party member for an attack and then come back to you - This is by design it seems.
    Edited by Skylandra on November 6, 2014 6:27PM
  • Natjur
    Natjur
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    Taunt has an immunity like CC, and its ten seconds per taunt type (there are two taunt skills)

    So if you spam one taunt 3 times in a row, any more use of that same taunt will do nothing until 10 seconds is up. If you lose aggro within that time (due to some aggro reset or a DPS going nuts), that taunt will do nothing. But as taunt has their own cool down, just use the other one.

    Also some bosses have triggers when means they go after a random player no matter what but after that 'trigger' they will go back to who ever is on the top of their hate list. Taunt can not stop those 'triggers'.

    But that been said I have been tanking today and it does feel different, its used to be 3 taunts of the same type before the 10 second immunity to taunt kicked in, but it feels like EACH taunt now triggers a 10 second immunity or the two taunts are on the same timer.
    Edited by Natjur on November 6, 2014 9:09PM
  • grimsfield
    grimsfield
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    Whatever the case is, taunt is different than it was before. As a tank, it's a lot harder to keep aggro now than it was before this last patch. This is a pretty massive problem considering how many things can 1 shot people in this game.

    This game is already hard, adding this extra level of difficulty does not add or enhance any kind of "fun" in this game. I think most tanks here would agree it would just be best if you could taunt over and over and not lose aggro. The fact that you can "over taunt something" is just stupid. There should be no such thing as over taunting. Rather, you should be able to "Refresh" the taunt timer by taunting any time after your previous taunt. Extra levels of difficulty due to a finicky taunt power are not appreciated by anyone.
    Edited by grimsfield on November 6, 2014 10:10PM
  • Bollerlotte
    Bollerlotte
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    grimsfield wrote: »
    Whatever the case is, taunt is different than it was before. As a tank, it's a lot harder to keep aggro now than it was before this last patch. This is a pretty massive problem considering how many things can 1 shot people in this game.

    This game is already hard, adding this extra level of difficulty does not add or enhance any kind of "fun" in this game. I think most tanks here would agree it would just be best if you could taunt over and over and not lose aggro. The fact that you can "over taunt something" is just stupid. There should be no such thing as over taunting. Rather, you should be able to "Refresh" the taunt timer by taunting any time after your previous taunt. Extra levels of difficulty due to a finicky taunt power are not appreciated by anyone.

    giving you an "agree"!

    for me is being a though damage mitgator is my prefered gameplay then watch taunt timers or guess seconds. remove taunt immunity penality please, this does not feel good to play with.
  • Helric
    Helric
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    Pmarsico9 wrote: »
    Helric wrote: »
    I notified that too, since 1.5 aggro is more unstable.
    Sometimes i've to taunt fews times to take back my target, new kind of mechanical or bug ? That's the question ^^

    Let me just jump in and say that this game doesn't have aggro. It has a single debuff that has diminishing returns on it. If this game had threat modifiers it would make tanking more widely desired and more interesting.

    you confuse two different things, aggro and threat are not the same things.
    In Teso we don't have threat table. But as tank you have to keep the aggro/focus on you.
    Edited by Helric on November 7, 2014 7:59PM
  • xaraan
    xaraan
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    grimsfield wrote: »
    Whatever the case is, taunt is different than it was before. As a tank, it's a lot harder to keep aggro now than it was before this last patch. This is a pretty massive problem considering how many things can 1 shot people in this game.

    This game is already hard, adding this extra level of difficulty does not add or enhance any kind of "fun" in this game. I think most tanks here would agree it would just be best if you could taunt over and over and not lose aggro. The fact that you can "over taunt something" is just stupid. There should be no such thing as over taunting. Rather, you should be able to "Refresh" the taunt timer by taunting any time after your previous taunt. Extra levels of difficulty due to a finicky taunt power are not appreciated by anyone.

    Agree, taunt should be pretty straightforward and have no weird crap going on with it.
    -- @xaraan --
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    AD • NA • PC
  • xMovingTarget
    xMovingTarget
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    something wierd is happening with the aggro(taunts) system. We noticed that extremely in Santum Ophidia. Bosses randomly attack others than the tank. Even if the taunt is still up and not spammed 3 times in a row.

    Video : http://www.twitch.tv/xmovingtarget/b/585299454 go to 13m

    Reported on patchday. Still no official statement about it. This needs to be addressed though.

    No Aggro -> No Tank -> No Bosskills

    Its more of a farce now to do Sanctum. You loose soo many Souls because of ppl getting randomly oneshotted by bosses. Its unbearable. And more important, its NO FUN. Since you cant do anything to prevent it.
    Edited by xMovingTarget on November 7, 2014 8:06PM
  • Pmarsico9
    Pmarsico9
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    Helric wrote: »
    Pmarsico9 wrote: »
    Helric wrote: »
    I notified that too, since 1.5 aggro is more unstable.
    Sometimes i've to taunt fews times to take back my target, new kind of mechanical or bug ? That's the question ^^

    Let me just jump in and say that this game doesn't have aggro. It has a single debuff that has diminishing returns on it. If this game had threat modifiers it would make tanking more widely desired and more interesting.

    you confuse two different things, aggro and threat are not the same things.
    In Teso we don't have threat table. But as tank you have to keep the aggro/focus on you.

    No, there's a taunt debuff or there's not. Aggro/focus doesn't exist either.
  • Mendra
    Mendra
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    Yes the taunting system is broken or changed in a way that was not intended.

    @ZOS_GinaBruno‌ could you look into that please ?

    It's very hard when you do end game activities and need your team at 100%.
    Edited by Mendra on November 7, 2014 8:57PM
  • Nihili
    Nihili
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    I don't know what you're talking about. Taunting works fine for me.
    Have you tried the "/sweep" emote? It's a pretty simple taunt.
  • Petros
    Petros
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    Yes, I have max skills in both Taunts, which I use.

    The Inner beast stats that, "forces target to attack you for 15 seconds." while Puncture stats ,"taunts target for 15 seconds." This is NOT happening, mainly in instances/dungeons/raids.

    Yes, there is no aggro table, but the creature would target the highest damage it was last hit with OR the highest heal last done WHEN the taunt doesn't work/expires.
    Edited by Petros on November 8, 2014 2:13PM
    "Our light will bring the dawning of a new hope!" ~ Petros Fordring -The Order of Mundus
    - VR16 Imperial Dragonknight (DC -NA) & The One Handed Tank
  • Yakiros
    Yakiros
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    I would like to see a statement about this problem. Is it a bug? Does ZOS know this problem? Do they work on a fix?
    Tanking is not very funny since the last patch. :(
    Die Klingen von Akatosh
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  • Armitas
    Armitas
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    I have had both taunts on a target, and watched them go after someone continually while I hit them for 3x more taunts before it returns. (not just an enrage, but continual focusing group members.)
    Retired.
    Nord mDK
  • Helric
    Helric
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    Pmarsico9 wrote: »
    Helric wrote: »
    Pmarsico9 wrote: »
    Helric wrote: »
    I notified that too, since 1.5 aggro is more unstable.
    Sometimes i've to taunt fews times to take back my target, new kind of mechanical or bug ? That's the question ^^

    Let me just jump in and say that this game doesn't have aggro. It has a single debuff that has diminishing returns on it. If this game had threat modifiers it would make tanking more widely desired and more interesting.

    you confuse two different things, aggro and threat are not the same things.
    In Teso we don't have threat table. But as tank you have to keep the aggro/focus on you.

    No, there's a taunt debuff or there's not. Aggro/focus doesn't exist either.

    You must open google and try to know exactly what mean aggro/focus my friend, you confused fews differents things.
    When you use your taunt and put the debuff on your target you make him to aggro/focus you. If there is no focus at all why we need tank in game ? What the point to have tank if all mob don't target anybody ? If they target players they automatically focus... Very simple deduction, please try to open your mind.
    Mobs always aggro/focus someone, tank job is to make them put the aggro/focus on you. Taunt debuff like in TESO or threat table like in a lot of others games it's only tool to do it.
    Edited by Helric on November 8, 2014 4:08PM
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