Very well put.
I think the idea of a tank and tanky builds are at an extreme disadvantage. I will even go so far as to say that templars and dks are feeling this imbalance especially. The "vision" for these classes is to sustain, but are unable to due to this incredible imbalance between regeneration and offensive and defensive resources.
I don't want to drag class based QQ to this thread so lets end that subject there, but I wanted to make the point that the tank's plight affects more than just pure tank builds. This is affecting all players who wish to build with a focus of taking a lot damage in mind.
There definitely needs to be a focus on balancing builds and classes that live off of offensive burst damage, speed and CC with classes that focus on sustain, tanking and damage mitigation. Unfortunately anyone in this day and age of cyrodiil (or anywhere) who builds with the aim of max sustain and damage mitigation are doomed to fail.
Many changes have been made with the focus of any class, any build, play the way YOU want. Unfortunately this simply isn't true. If you want to live, you have no choice but to build one way, and thats high damage, speed and CC.
Personofsecrets wrote: »
The same issue I found to exist with vMA. The damage races against bosses that ignore player mechanics (such as the first boss who ignores healing debuff) bugs me.
Damage races that are easily done by DPS I think go to show that the place was made to only be completed by DPS toons.
Refuse2GrowUp wrote: »I do not disagree with the OP. However, I think a few things need to be kept in perspective. Stam Regen during blocking wasn't a change to punish tanks and make it more difficult to block. It was a change to prevent block casting; a change that mostly effects PvP but also has some application in PvE as casters could block cast thru most damage there as well.
The biggest issue here is that ZOS seems to be having an extremely difficult time balancing both PvP and PvE, as it would seem most of the changes made are to balance PvP (where imbalances are more apparent). Tho unfortunately, those changes for the sake of PvP often have far reaching effects on PvE. I have said it on many occasions, and continue to feel, that having separate PvP and PvE profiles is the only way the devs will truly be able to balance the game properly. They need the ability to be able to change certain skills and mechanics for one without effecting the other.
Basically, with the game in its current state, the devs are going to face some serious hurdles in trying to make Tanking relevant...
* How do they increase the effectiveness of Heavy Armor considering that with sets like Armor Master you can hit the PvE resistance caps in medium armor, and come close to them with light armor? Currently, heavy armor offers little increased value in PvE, and most would argue absolutely none (or at least a complete 5-set) in Pvp
* How do they make tanks 'tankier' but not make them unkillable in PvP
* How do they actually give tanks a role in PvP without contributing to imbalance?
*** @Wing note that the answer to the two aforementioned points is NOT to give heavy armor Tanks high damage output as then you will have unkillable DDs
* How do they add more team utility to tanks in PvE without contributing to the already noticeable power creep in the game?
* How do they give every class the viability to tank without giving every class even more self-sufficiency, and thus contribute to power creep or even further stray from the need for conventional Tanks and Healers?
* And the million dollar question, how do they make tanking fun and respectable, without it being a resource management struggle or simply a situation of stand and keep your shield up (as that is neither fun nor glamorous, it certainly does not earn you the respect of your PvE comrades as most view it to be the easiest role in the game, and it has no current application in PvP)?
I absolutely agree something needs to be done to make tanking viable and fun, and also offering tanks a role in PvP. So, with all this in mind, I have to admit I don't have the answers lol. Some ideas that may help...
* Give Tanks stam regen while blocking back. But to prevent it from being abused by non-Tanks, maybe make it a 7-set heavy Armor buff (yes, a departure from the current 5-set passive buffs). Yes, Tanks CAN do their jobs without Stam regen while blocking, but as pointed out, it limits build options, and build options and diversity are a lot of the fun in games like this.
* Give tanks a sort of 'area taunt' in PvE; not something over powered, but something to make them useful on more than just bosses?
* Increase the armor rating of heavy armor. This will have little effect in PvE, but will have a greater application in PvP where players have massive penetration ratings. Tho, in PvE, it will allow Tanks to run additional skills and Team buffs/enemy debuffs vice major/minor armor buffs.
* Give tanks some sort of AoE enemy player debuff in PvP, and maybe link that debuff into their being alive (i.e. once skill is cast, it has a longer time duration, or can be stopped by killing the tank who cast it, to actually force us to have to target the tanks vice just ignore them; can also link suck skills to a resource drain thus if the Tank runs out of resources {health or stam} then the AoE skills turns off, thus making it harder for the Tanks to survive enemy player assaults and thus requiring team support...i.e. MMO!)
* Overhaul the Heavy Armor passives. They are garbage. There should be passives that have general application, but also a passive or two that have specific application in PvP. If you don't want DDs benefiting from the passives, even from a single piece or two of hvy from the Undaunted Mettle, then make more of the passives 5-set and/or 7-set buffs.
* SEPARATE PVP AND PVE PROFILES AND BALANCE THEM INDIVIDUALLY!
Anyway, these are just some thinking outloud type of ideas without much pro/con going into it. Some of the ideas may be horrible, but hopefully they get everyone thinking. I have always been taught that if you are going to bring up a problem, you should be able to offer a solution. We know Tanking isn't perfect...what's some thoughts for how to fix it?
Very nice post @Personofsecrets that I feel deserves more attention.
Lack of tanks is a very real problem we are facing today. Before the nerf to stamina regen while blocking, tanking was fun and engaging. Lots of fun skills to use to control the battlefield and to help out teammates. There was even enough stamina left to do some DPS. In our guild with ~150 active players, we used to have maybe 12-15 Tanks.
After the regen nerf, we are now down to 2-3 active tanks. Why? Because tanking has become boring. It's has become a resource simulator. With the upcoming nerf to bracing, I fear there will be even fewer tanks.
Personofsecrets wrote: »Hey @Personofsecrets , great post with great insight into the challenges faced by a small and largely silent group of people I have found. I was against the stam regen nerf from the beginning and still find myself struggling with having 'fun' watching the green bar instead of watching the boss mechanics. I certainly think a 50% reduction would have been more in line with reality...well, as much reality as you can have in an MMO! As I see the templar's begging in thread after thread for their impending nerfs not to happen, I am reminded of the over 45 page post we had going about the stam regen change, and the fact it did nothing in the long run.
I am certainly not a theory crafter nor am I a min-maxer; I enjoy tanking and love the pressure/responsibility the role entails. I will keep rolling with the punches and evolving as much as I can as I love the game but wow, your post definitely put it in perspective for me.
Thank you for the encouragement Soriana. I am pretty sure that I remember you posting on that old massive anti-nerf thread. I'd like to know any of the troubles that you find, particularly ones that I have not mentioned, and would appreciate if you share them here.
leandro.800ub17_ESO wrote: »Just want to add something. Got my lunar bastion 5x set . Went to SO final boss and i was total failure. Change back to footman / hist bark and puff no issues
leandro.800ub17_ESO wrote: »Just want to add something. Got my lunar bastion 5x set . Went to SO final boss and i was total failure. Change back to footman / hist bark and puff no issues
A question that I have been having for a long time: Does OP actually tank for a competitive group in trials? A yes or no might or might not explain certain things I read here.
Personofsecrets wrote: »A question that I have been having for a long time: Does OP actually tank for a competitive group in trials? A yes or no might or might not explain certain things I read here.
I have been part of all kinds of groups.
Some pug
Some casual
Some progression
Some leader board
I've lead raids
I've helped put them together
I've struggled to be a part of some
I've gotten bitched at in others
I've quit guilds over raiding
I've watched others fall apart around me
My experiences run the gambit.
Personofsecrets wrote: »A question that I have been having for a long time: Does OP actually tank for a competitive group in trials? A yes or no might or might not explain certain things I read here.
I have been part of all kinds of groups.
Some pug
Some casual
Some progression
Some leader board
I've lead raids
I've helped put them together
I've struggled to be a part of some
I've gotten bitched at in others
I've quit guilds over raiding
I've watched others fall apart around me
My experiences run the gambit.
Alright, now at least I know why differ in opinions on various topics.
hydrocynus wrote: »Very nice post @Personofsecrets that I feel deserves more attention.
Lack of tanks is a very real problem we are facing today. Before the nerf to stamina regen while blocking, tanking was fun and engaging. Lots of fun skills to use to control the battlefield and to help out teammates. There was even enough stamina left to do some DPS. In our guild with ~150 active players, we used to have maybe 12-15 Tanks.
After the regen nerf, we are now down to 2-3 active tanks. Why? Because tanking has become boring. It's has become a resource simulator. With the upcoming nerf to bracing, I fear there will be even fewer tanks.
You just called me boring! we see who got your back next raid!