Khivas_Carrick wrote: »Although I put in a reply to each thing you said, I will and must say I agree with you that there is much left to put into this game to make Tanking fun and exciting.
Regarding the mitigation thing, sorry I didn't specify better. I was referring to a flat % damage reduction while tanking (like Nord's racial) not spell resist/armour values.
I know what you mean by heavy armour taking all the possibilities away, but is still possible with a few new implementations. Let me elaborate better what I meant by a Tanking Guild (have in mind numbers are totally random, just for the example) so you have a better picture.
Tanking Guild skills
1. AoE taunt, 10m radius, 15s duration. Affected enemies deal 5% less damage.
2. Mark: marks 1 ally for 20s. Caster takes 50% of ally's damage.
3. Buff (resources): each blocked attacked restores 0.15% of magicka and stamina.
4. AoE CC: All enemies in the area are forced to go into caster's melee range. 4 second duration.
5. Leech (AoE): Deals X damage to each enemy and heals player for 100% of damage done for 4 seconds.
Ultimate:
increase dodge change by 70%
increase healing recieved by 20%
You are immune to enemy control effects.
10 second duration
Passives
(having 1 tanking skill slotted will decrease your damage output by 50%. Passives only apply when at least 1 tanking skill is slotted):
1. Reduce block cost by 10% and increase block mitigation by 10%
2. Reduce costs of tanking guild skills by 20%
3. Decrease damage of enemies's AoE by 20%.
4. Increase dodge chance by 20%. Dodging an attack will put a DOT on enemy.
5. Reduce incoming damage by 20%.
Something like this is what I miss about tanking in ESO, other than slot a taunt and a spell/armour buff and go.
But there is no AoE tanking at all. You don't need a tank to AoE CC + dmg AoE spam the hell out of a group of mobs.But AoE tanking is right were it should be, imo.
But there is no AoE tanking at all. You don't need a tank to AoE CC + dmg AoE spam the hell out of a group of mobs.But AoE tanking is right were it should be, imo.
Having an AoE tank (not CC) figure would change many fights and strategies, even more if they create new content with this in mind.
Even in the case of 2-3 hard hitting mobs, the AoE taunt + tanking options would be very beneficial, fun and entertaining from a tank's PoV.
But there is no AoE tanking at all. You don't need a tank to AoE CC + dmg AoE spam the hell out of a group of mobs.But AoE tanking is right were it should be, imo.
Having an AoE tank (not CC) figure would change many fights and strategies, even more if they create new content with this in mind.
Even in the case of 2-3 hard hitting mobs, the AoE taunt + tanking options would be very beneficial, fun and entertaining from a tank's PoV.
Again, have you done trials? Arena? Clearly not.
Heck the last boss in AA is effectively AoE tanking.
Stop talking about VR dungeons. They are not tuned correctly. There are videos of people two-manning them.
Khivas_Carrick wrote: »Although I put in a reply to each thing you said, I will and must say I agree with you that there is much left to put into this game to make Tanking fun and exciting.
Regarding the mitigation thing, sorry I didn't specify better. I was referring to a flat % damage reduction while tanking (like Nord's racial) not spell resist/armour values.
I know what you mean by heavy armour taking all the possibilities away, but is still possible with a few new implementations. Let me elaborate better what I meant by a Tanking Guild (have in mind numbers are totally random, just for the example) so you have a better picture.
Tanking Guild skills
1. AoE taunt, 10m radius, 15s duration. Affected enemies deal 5% less damage.
2. Mark: marks 1 ally for 20s. Caster takes 50% of ally's damage.
3. Buff (resources): each blocked attacked restores 0.15% of magicka and stamina.
4. AoE CC: All enemies in the area are forced to go into caster's melee range. 4 second duration.
5. Leech (AoE): Deals X damage to each enemy and heals player for 100% of damage done for 4 seconds.
Ultimate:
increase dodge change by 70%
increase healing recieved by 20%
You are immune to enemy control effects.
10 second duration
Passives
(having 1 tanking skill slotted will decrease your damage output by 50%. Passives only apply when at least 1 tanking skill is slotted):
1. Reduce block cost by 10% and increase block mitigation by 10%
2. Reduce costs of tanking guild skills by 20%
3. Decrease damage of enemies's AoE by 20%.
4. Increase dodge chance by 20%. Dodging an attack will put a DOT on enemy.
5. Reduce incoming damage by 20%.
Something like this is what I miss about tanking in ESO, other than slot a taunt and a spell/armour buff and go.
But there is no AoE tanking at all. You don't need a tank to AoE CC + dmg AoE spam the hell out of a group of mobs.But AoE tanking is right were it should be, imo.
Having an AoE tank (not CC) figure would change many fights and strategies, even more if they create new content with this in mind.
Even in the case of 2-3 hard hitting mobs, the AoE taunt + tanking options would be very beneficial, fun and entertaining from a tank's PoV.
Again, have you done trials? Arena? Clearly not.
Heck the last boss in AA is effectively AoE tanking.
Stop talking about VR dungeons. They are not tuned correctly. There are videos of people two-manning them.
You don't seem to understand:
The fact that tanks are needed on a miniscule amount of fights is not proof that they are needed or desired overall.
And I'm not talking about tossing out Inner Beast with a bathrobe, sword, and shield on.
Again, have you done trials? Arena? Clearly not.
Heck the last boss in AA is effectively AoE tanking.
Stop talking about VR dungeons. They are not tuned correctly. Heck, there's video of people two-manning them.
This is a great idea, but it should have something about actual threat in there.
Miniscule? Yeah I get it, the whole endgame pve is miniscule...riight.
Miniscule? Yeah I get it, the whole endgame pve is miniscule...riight.
You don't seem to understand that most of the playerbase doesn't see trials.
Healers are needed in non-veteran dungeons. So are DPS. Tanks are needed for what before that?
I've run Veteran Dungeons simultaneously healing and tanking them in cloth with 3 other DPS and cleared them more easily if I had been a dedicated tank or healer.
That doesn't make me good, that makes the game dumb. The fact that Tanking is effectively a Taunt and CCing what you can, because you can't contribute decent DPS while Sword and Board, is so simplistic that it's dumb. Beyond that, there's a major issue with incoming damage overall. There's simply not enough that 1 shots people when they play poorly. Look at my video in the OP. You see the stack and spam that exists? Then look at how amazing Sword and Shield has been in previous ES games. They had to know, whether it be from previous MMO's or their own damned games, that people loved Sword and Shield and Tanking. Yet Sword and shield functions as a survival PVP mechanic much more prominently than in actual tanking, which is very unfortunate considering how amazing Sword and Shield was in Skyrim and Oblivion.
I digress: If you had to move out of red circles or tanks had to hold something to prevent the red circle of one shot from killing your raid and mechanics like this were consistently present, even on trash, you'd have a leg to stand on.
But to insist that "LOL NOOBS DON'T DO TRIALS BECUZ DEY ARE TEH SUCKZORZ AND I AM TEH AWESOMESAUCE SO STFU NOOBS" only highlights that you found the one spot in this game where a pure tank is beneficial.
Your argument is ridiculous. Prior to this patch, most people said you only needed a tank on axes that was it. A pure tank was useless in almost every other case.
Not that I would know, I'm a Templar and I can't get a competitive trials slot anyway because we only get one slot as a healer if your team is any good at all.
I also just want to go on record here:
There is nothing skillful about how top trials times are made. They are about memorizing your route, avoiding as much trash as possible, and stacking up in a group, spamming AoE heals on each other, and stacking NB's and DKs, and staying as tight as a group as possible.
I mean a Baron Geddon fight would be classic because the "skilled" trials time toppers would probably be thrown for such a loop by one shot mechanics DUE to stacking that they wouldn't know what hit them.
This is far more screwed up than any modern MMO end game should be. Especially considering how the DPS metrics are met via nonsense such as animation cancelling.
I really hope after Spellcrafting and the Champion system come out they spend the next few patches fixing these rubbish "skillful mechanics."
Miniscule? Yeah I get it, the whole endgame pve is miniscule...riight.
You don't seem to understand that most of the playerbase doesn't see trials.
Healers are needed in non-veteran dungeons. So are DPS. Tanks are needed for what before that?
I've run Veteran Dungeons simultaneously healing and tanking them in cloth with 3 other DPS and cleared them more easily if I had been a dedicated tank or healer.
That doesn't make me good, that makes the game dumb. The fact that Tanking is effectively a Taunt and CCing what you can, because you can't contribute decent DPS while Sword and Board, is so simplistic that it's dumb. Beyond that, there's a major issue with incoming damage overall. There's simply not enough that 1 shots people when they play poorly. Look at my video in the OP. You see the stack and spam that exists? Then look at how amazing Sword and Shield has been in previous ES games. They had to know, whether it be from previous MMO's or their own damned games, that people loved Sword and Shield and Tanking. Yet Sword and shield functions as a survival PVP mechanic much more prominently than in actual tanking, which is very unfortunate considering how amazing Sword and Shield was in Skyrim and Oblivion.
I digress: If you had to move out of red circles or tanks had to hold something to prevent the red circle of one shot from killing your raid and mechanics like this were consistently present, even on trash, you'd have a leg to stand on.
But to insist that "LOL NOOBS DON'T DO TRIALS BECUZ DEY ARE TEH SUCKZORZ AND I AM TEH AWESOMESAUCE SO STFU NOOBS" only highlights that you found the one spot in this game where a pure tank is beneficial.
Your argument is ridiculous. Prior to this patch, most people said you only needed a tank on axes that was it. A pure tank was useless in almost every other case.
Not that I would know, I'm a Templar and I can't get a competitive trials slot anyway because we only get one slot as a healer if your team is any good at all.
I also just want to go on record here:
There is nothing skillful about how top trials times are made. They are about memorizing your route, avoiding as much trash as possible, and stacking up in a group, spamming AoE heals on each other, and stacking NB's and DKs, and staying as tight as a group as possible.
I mean a Baron Geddon fight would be classic because the "skilled" trials time toppers would probably be thrown for such a loop by one shot mechanics DUE to stacking that they wouldn't know what hit them.
This is far more screwed up than any modern MMO end game should be. Especially considering how the DPS metrics are met via nonsense such as animation cancelling.
I really hope after Spellcrafting and the Champion system come out they spend the next few patches fixing these rubbish "skillful mechanics."
100% agreed.
By the way, not my quote on your post
Miniscule? Yeah I get it, the whole endgame pve is miniscule...riight.
You don't seem to understand that most of the playerbase doesn't see trials.
Healers are needed in non-veteran dungeons. So are DPS. Tanks are needed for what before that?
I've run Veteran Dungeons simultaneously healing and tanking them in cloth with 3 other DPS and cleared them more easily if I had been a dedicated tank or healer.
Listen, this is just a case of the game being too easy pre-Trials.
I will give you a prime example. In MOP, on my Frost DK, I could "tank" every single one of the heroic dungeons. Does that mean the tanking role is dismissed?
Also, MMO's are *generally* balanced around the end-game. Because this is where most of the time is spent by the playerbase to whom balance matters.
That doesn't make me good, that makes the game dumb. The fact that Tanking is effectively a Taunt and CCing what you can, because you can't contribute decent DPS while Sword and Board, is so simplistic that it's dumb. Beyond that, there's a major issue with incoming damage overall. There's simply not enough that 1 shots people when they play poorly. Look at my video in the OP. You see the stack and spam that exists? Then look at how amazing Sword and Shield has been in previous ES games. They had to know, whether it be from previous MMO's or their own damned games, that people loved Sword and Shield and Tanking. Yet Sword and shield functions as a survival PVP mechanic much more prominently than in actual tanking, which is very unfortunate considering how amazing Sword and Shield was in Skyrim and Oblivion.
I digress: If you had to move out of red circles or tanks had to hold something to prevent the red circle of one shot from killing your raid and mechanics like this were consistently present, even on trash, you'd have a leg to stand on.
Again, I have already said this, but I will repeat myself: Dungeons, ESPECIALLY VR dungeons, are NOT tuned right. NOPE. Plenty can be SOLOED and most can be done with a good duo. This is why "Balance" doesn't matter in this content bracket.
But to insist that "LOL NOOBS DON'T DO TRIALS BECUZ DEY ARE TEH SUCKZORZ AND I AM TEH AWESOMESAUCE SO STFU NOOBS" only highlights that you found the one spot in this game where a pure tank is beneficial.
Again, balance is only important where it matters. VR and low level dungeons are completely unimportant.
What you're saying is basically WoW is imbalanced because you don't need a tank to do Deadmines.
This has nothing to do with "LOLELLITISM" and everything to do with what's important and what's not.
Your argument is ridiculous. Prior to this patch, most people said you only needed a tank on axes that was it. A pure tank was useless in almost every other case.
Nope and nope. Especially after they introduced hard modes.
Not that I would know, I'm a Templar and I can't get a competitive trials slot anyway because we only get one slot as a healer if your team is any good at all.
That's plain crap, Templars are excellent tanks and if you want the Retri pala feel, try this build here and you won't be disappointed. Join a guild that's not consisted by *** if you're still refused access.
I also just want to go on record here:
There is nothing skillful about how top trials times are made. They are about memorizing your route, avoiding as much trash as possible, and stacking up in a group, spamming AoE heals on each other, and stacking NB's and DKs (aside from the Negate or Templar healer you may need), and staying as tight as a group as possible.
This
I mean a Baron Geddon fight would be classic because the "skilled" trials time toppers would probably be thrown for such a loop by one shot mechanics DUE to stacking that they wouldn't know what hit them.
This is far more screwed up than any modern MMO end game should be. Especially considering how the DPS metrics are met via nonsense such as animation cancelling.
I really hope after Spellcrafting and the Champion system come out they spend the next few patches fixing these rubbish "skillful mechanics."
This is where your post goes completely bonkers. A few paragraphs above you state that you have no experience, yet now you criticize something you have no idea about. Stacking is a thing, yes, especially for the joke that AA is, but not only have they fixed this with hardmodes, the new content is completely stack unfriendly. You can simply not stack.
What if that role is as a tank? Who cares, right? A game should only ever matter at maximum level? Is that your thought? Then why is there a role selection for the non-veteran dungeon finder? Is that just an illogical flaw?[...]
For the N-th time, who the hell cares for low level dungeons. Just get in as whatever role you want. You can even solo some of them. Jesus, what's so hard to grasp?
The templar discussion is off topic, but I'll bite once more.
I went through your post history. You do the same with anyone who disagrees with you. Yes, templars need some love, but so do NBs, and so on and so on. The game needs balance, true. But holy crap you make it sound as if Templars are completely worthless unless they're healbots, which is COMPLETELY untrue.
Edit: Also, try to come up with a real argument instead of just hitting LOL like it's a dislike button
What if that role is as a tank? Who cares, right? A game should only ever matter at maximum level? Is that your thought? Then why is there a role selection for the non-veteran dungeon finder? Is that just an illogical flaw?
The Templar discussion is this:
There's anecdotal evidence of a build that does more damage than other Templar builds in trials, but isn't competitive with Sorc, DK, and NB builds. Not even in the same ballpark. If you truly are attaining top 10% in Europe on your trials times, then try it without your "DPS" templar and put another sorc/dk/nb in there.
Ideally, a Templar does nothing but heal in trials, and even then, their true versatility exists in PVP, not in Trials, because in trials, big expensive burst heals matter far less. That's the truth.
You are not talking to somebody that hasn't researched this. I have been at the bleeding edge of content in WoW and Rift. I have lead guilds and understand what assets actually are. And forcing a square peg in the round hole and it sorta almost molds to the proper shape is not ideal.
There's zero argument why Templars need to persist in this state in regards to DPS. Just as there's no logical reason as to how you can persist stating that tanking is fine as is, when it's not. If it's meant to be a role on par in importance with healing or DPS, then it shouldn't just matter in 5% of the game.
For the last time, what you describe as a problem with Tanking, is not an inherent issue with tanking itself.
It's a product of the low difficulty that dominates all the low level content straight through to the VR Dungeons.
As I've already said, I believe this will be fixed when they introduce scaling with dungeons.
On the templar part, you keep mentioning anecdotal evidence, when all the evidence you need is in the link I posted.
DPS is in the 1200-1500 bracket for all the competitive builds (for all classes) I've seen, both mentioned by others and in action.
The build I linked provides proof of being in that bracket.
As for it being a melee, I'm a melee myself and doing perfectly fine (for my DPS spec). Yes, I've done both trials, cleared both Hardmodes as a melee DPS, while providing enough DPS. Was it harder than just standing there spamming funnel health? Yes it was. Was it rewarding enough (risk of being a melee vs reward) no were near. At least I had fun.
It's almost entirely a niche role because as has been pointed out repeatedly, it only ever truly has value on particular boss encounters within 12 person content.
It's compounded by the fact that the traditional heavy armor is effectively always a bad choice.
This is something that is severely out of whack.
Khivas_Carrick wrote: »I'm a DPS and I would use the *** out of those skills if they were ever implemented.
It's almost entirely a niche role because as has been pointed out repeatedly, it only ever truly has value on particular boss encounters within 12 person content.
It's compounded by the fact that the traditional heavy armor is effectively always a bad choice.
This is something that is severely out of whack.
That's true, but at the same time, how can they fix it? They can't boost too much heavy amrour regens, otherwise everyone would switch to heavy in PvE and PvP and ESO would become the current LA picture but on steroids.
As it is now, I only see two options:
-rework S&S skills and passives and make it specifically for tanking.
-a new guild focused in tanking, with new skills and passives.
In both cases though, there would be a problem:Khivas_Carrick wrote: »I'm a DPS and I would use the *** out of those skills if they were ever implemented.
So in order to not make some DPS builds OP, there should be an exchange, sacrifice a flat % of your DPS to get a flat % of damage mitigation.
For example, whenever you slot 1 skill of that Guild, you automatically gain the passives, for each skill slotted you gain 5% mitigation but lose 5% of your damage. Skill costs could be cheap to balance the bad sustain in HA, for example.
[Moderator Note: Edited per our rules on Flaming]
Khivas_Carrick wrote: »A taunt is not and never has been meant as the way to tank, only a tool used an in emergency or as a strategy to a fight, and for them to make sure the mob stayed on you was to have heavy threat modifiers present on your currently attached attack skills to build that form of threat.
This game does not have the above mentioned version of threat. In it's place instead is a weird system that tries to mimic a real world PvP situation but fails to do so, where mobs will randomly go off to kill a member a hundred yards away because they were afk, or a mob that had been attacking the tank the entire time to suddenly and without cause just stop and keel over another party member, despite nothing happening to the tank.
That is bad, really, really bad.
Right now, Light Armor offers the most damage reduction and survivability if you use the vr12 PvP set Cyrodiils Light, the active 25% damage mitigation is like equal to an extra 2500 armor and 2500 spell resistance, so that means if you currently have 2k armor and spell resistance already soft capped with this full Light Armor set + sword and shield you basicly have equal to over 4500 Armor and 4500 Spell Resistance which is impossible to currently get with any Heavy Armor set.
- ESO is ESO, not another MMO. Its a new "type" if you will.
- There is "tanking", but depends on your setup, encounter, teamwork and using different tactics on the same boss. Tanking is a new "version" in ESO
- You can not say "this is a tank build". Any class can tank. Depends who they play and what encounter they meet.
- The problem is not "tanking", or "healing", its the thinking that there are specific roles. Yes, in Dungeons, raids etc, you need a teammate who can aggro stuff and keep the hard hitting mob on you without dying.
- Moving, using different abilities, block, interupt, group abilities as buffs, damage shields, heals, or what not. Debuff targets if possible.
- ESO is outstanding in really making your "build" into a "class".
- Gear does matter, teamwork, figure out the encounter, try stuff, "think outside the box". Is the key. Not to tanking, but when you need a tank. Vet Grotto Undaunted achievement comes to mind.
ESO is cutting a corner by not having to worry about threat values because, again, there are no threat values. Other games have threatless "tanking," none of them worked out that well.
Again, keeping a taunt debuff and your shield up is not tanking. You are grossly overstating "tactics." There is little to this beyond having the right gear set on, the right group comp (some mix of DKs and Sorcs and maybe a Templar healer), and standing on top of each other.........People like to over complicate things when they don't have access or the wisdom to do raw calculations to produce indefeatable metrics outside of the scope of when the content was designed. New games almost always have this problem:
Burning Crusade WoW had warlocks who pressed one button over and over and were unstoppable damage dealers.
Rift had 1-3 button macros on warriors that did the same thing when it was first out.
The thing is, however, these weren't as offensive as having one person be forced to play holding their right mouse button in, maintaining a debuff, and keeping a mob positioned into your raid to maximize damage.
The rest of your post is written from your perspective about some Veteran Grotto achievement, which is too anecdotal to really comment on.