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.
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.
- To me, this has happened many times before so what is the difference, then?
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 ^^
- 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.
- 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.
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
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.
pete5210b14_ESO wrote: »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
- 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.
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.
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.
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.
xMovingTarget wrote: »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
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.
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.