DenverRalphy wrote: »IMO, this falls under the category of "git gud". While I'm loathe to use that term, sometimes it's appropriate.
DenverRalphy wrote: »IMO, this falls under the category of "git gud". While I'm loathe to use that term, sometimes it's appropriate.
And to be clear, I'm not saying the OP needs to "git good", but moreso that the group dynamic needs to. DPS players need to know when not to use CC effects. All players need to know how to properly kit out their companion skill lines (ie.. Don't give a companion a taunt skill and then equip it with a bow).
Like I said, I'm loathe to use the term because it's usually tossed around too carelessly. But I'm even more opposed to adding more Hand Holding to replace player ability.
If this is limited to PvE then I think it's a good QoL change. Maybe the dev could add a distinction between hard and soft CC for monsters as they did with taunts before
ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!
ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
If we are talking about how a tank can override taunts in PvE, then we are talking about taunt immunity.
The group dungeons and trials have been cleared thousands of times—probably thousands of times yearly on each server. Many of the tanks in those groups have figured out how to handle their roles with this mechanic. Not all of those tanks use a pull, yet they can still manage to perform their role.
So, there is no issue with CC immunity. This is proven every day. Tanks with an issue like this, I suggest they run as a DD or healer for a while and watch what other tanks do. Learning by watching other tanks overcome challenges is helpful is many ways.
Good luck, and enjoy the game.
ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
If we are talking about how a tank can override taunts in PvE, then we are talking about taunt immunity.
The group dungeons and trials have been cleared thousands of times—probably thousands of times yearly on each server. Many of the tanks in those groups have figured out how to handle their roles with this mechanic. Not all of those tanks use a pull, yet they can still manage to perform their role.
So, there is no issue with CC immunity. This is proven every day. Tanks with an issue like this, I suggest they run as a DD or healer for a while and watch what other tanks do. Learning by watching other tanks overcome challenges is helpful is many ways.
Good luck, and enjoy the game.
You can tank without a pull but any good tank will use a pull to stack enemies. A great tank will stack enemies tightly and immobilize them so they don’t move. Telling us to watch other tanks that may be worse than us doesn’t solve the problem that DPS are applying hard cc immunity when they don’t really have a way not to. Yes, its a miniscule problem— the DPS can turn around and kill the straggler. But its annoying and there’s no good reason that scamp and bear in particular (the two I have problems with*) should have a stun.
*I’ll reiterate that my bear on warden dps doesn’t just annoy the tank (oh my poor friend who has complained many times about the cc immunity), it annoys me too because now I have to go find the enemy instead of just cleaving the stack down.
Sorry OP for kind of hijacking your thread, I’m passionate about this problem so I’m glad you brought it up.
ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
If we are talking about how a tank can override taunts in PvE, then we are talking about taunt immunity.
The group dungeons and trials have been cleared thousands of times—probably thousands of times yearly on each server. Many of the tanks in those groups have figured out how to handle their roles with this mechanic. Not all of those tanks use a pull, yet they can still manage to perform their role.
So, there is no issue with CC immunity. This is proven every day. Tanks with an issue like this, I suggest they run as a DD or healer for a while and watch what other tanks do. Learning by watching other tanks overcome challenges is helpful is many ways.
Good luck, and enjoy the game.
You can tank without a pull but any good tank will use a pull to stack enemies. A great tank will stack enemies tightly and immobilize them so they don’t move. Telling us to watch other tanks that may be worse than us doesn’t solve the problem that DPS are applying hard cc immunity when they don’t really have a way not to. Yes, its a miniscule problem— the DPS can turn around and kill the straggler. But its annoying and there’s no good reason that scamp and bear in particular (the two I have problems with*) should have a stun.
*I’ll reiterate that my bear on warden dps doesn’t just annoy the tank (oh my poor friend who has complained many times about the cc immunity), it annoys me too because now I have to go find the enemy instead of just cleaving the stack down.
Sorry OP for kind of hijacking your thread, I’m passionate about this problem so I’m glad you brought it up.
If we are going to talk about a great tank, then we are talking about a very skilled tank. They can pull a group together with and without a pull because they have become competent enough to handle varied situations.
Put it this way: I cannot recall the last time I had a CC immunity issue since I tend to be a step ahead of the group, leading it as a tank does and getting my job done to make it easy for them to do their jobs.
I must admit I cannot see this issue from the perspective the request comes from, as I have taken the time to watch other tanks and learn from them, which has helped me prepare and overcome obstacles—something I suggested earlier in this thread. I am glad I took the time to learn from others.
Wouldn’t affect PvP if cc was dropped from these skills because as far as I’ve seen, no one runs either skill (sorc scamp and warden bear) in PvP. Hard CC and soft CC already exist and a tank uses both, so swapping the skills from stuns to immobilizes wouldn’t make it a much better situation. Could make pulls their own CC but THAT I imagine wouldn’t go over well for PvP.
Wouldn’t affect PvP if cc was dropped from these skills because as far as I’ve seen, no one runs either skill (sorc scamp and warden bear) in PvP. Hard CC and soft CC already exist and a tank uses both, so swapping the skills from stuns to immobilizes wouldn’t make it a much better situation. Could make pulls their own CC but THAT I imagine wouldn’t go over well for PvP.
Solo content exists and variety is the spice of life, so these skills should remain as is. Anyone doing serious group content will be coordinating with other players, making a lot of these issues redundant.
ElderSmitter wrote: »ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
If we are talking about how a tank can override taunts in PvE, then we are talking about taunt immunity.
The group dungeons and trials have been cleared thousands of times—probably thousands of times yearly on each server. Many of the tanks in those groups have figured out how to handle their roles with this mechanic. Not all of those tanks use a pull, yet they can still manage to perform their role.
So, there is no issue with CC immunity. This is proven every day. Tanks with an issue like this, I suggest they run as a DD or healer for a while and watch what other tanks do. Learning by watching other tanks overcome challenges is helpful is many ways.
Good luck, and enjoy the game.
You can tank without a pull but any good tank will use a pull to stack enemies. A great tank will stack enemies tightly and immobilize them so they don’t move. Telling us to watch other tanks that may be worse than us doesn’t solve the problem that DPS are applying hard cc immunity when they don’t really have a way not to. Yes, its a miniscule problem— the DPS can turn around and kill the straggler. But its annoying and there’s no good reason that scamp and bear in particular (the two I have problems with*) should have a stun.
*I’ll reiterate that my bear on warden dps doesn’t just annoy the tank (oh my poor friend who has complained many times about the cc immunity), it annoys me too because now I have to go find the enemy instead of just cleaving the stack down.
Sorry OP for kind of hijacking your thread, I’m passionate about this problem so I’m glad you brought it up.
If we are going to talk about a great tank, then we are talking about a very skilled tank. They can pull a group together with and without a pull because they have become competent enough to handle varied situations.
Put it this way: I cannot recall the last time I had a CC immunity issue since I tend to be a step ahead of the group, leading it as a tank does and getting my job done to make it easy for them to do their jobs.
I must admit I cannot see this issue from the perspective the request comes from, as I have taken the time to watch other tanks and learn from them, which has helped me prepare and overcome obstacles—something I suggested earlier in this thread. I am glad I took the time to learn from others.
I am not sure why you are saying this is a quality of Tank thing. That could not be farthest from the truth. This is clearly a unintended hard CC getting put on ad's that cannot be overridden by a pull ability a tank is using. Nothing more nothing less in PVE. Organized and being ahead of the group is fine but that does not occur in all instances nor can a 1 second cool down allow you to pull all distance enemies in ahead of the group unless they are so far ahead that they are still fighting add's and losing buffs you may be able to offer sticking around. When add's are about to die I take off and head to the next set of them too but that still does not prevent a pet from putting a hard CC on add's. Bosses move around and so forth while calling adds.
Tanks should be able to override a pet CC from a DPS or healer imo and it's been overlooked and not discussed enough for the Devs imo to consider fixing this.
Learning from others also has nothing to do with a Bear or Scamp causing a Hard CC. You must not run Pug Dungeons. I enjoy running in Organized groups and PUGS..
ElderSmitter wrote: »Learning from others also has nothing to do with a Bear or Scamp causing a Hard CC. You must not run Pug Dungeons. I enjoy running in Organized groups and PUGS..ElderSmitter wrote: »ElderSmitter wrote: »We need to be able to override other PVE Players CC immunity from pets and sets on adds... I should not be prevented from pulling adds in because a pet or some pve set puts a cc on a weak add. It wastes time and stamina. I am standing in the center of a room pulling in 10 adds and a pet has 2 of them CC'ed with that little circle under them preventing me from grabbing in...
Just like taunts Tanks should be able to override this in PVE...
Thanks, and Happy New Year!
@ElderSmitter, there is taunt immunity, and a tank cannot override a taunt when that occurs.
So, I am going to say no to this. This concerns group play, which is to be coordinated. They are to work together to combat the issue. Even with random GF groups, they are to work together similarly. I say this as someone who has tanked a great many dungeons and trials and cleared them in other roles as well.
Just remembered what a tank I used to run with said. Spank it, you tank it. Granted, he said it when I pulled agro off him in a game with a real agro table.
I am not talking about taunt immunity at all. Groups do work together but a Scamp or Bear for instance putting a pull immunity (cc) on adds preventing a Tank from over ridding this and pulling them into the groups AOE's is quite odd. Especially now that a tank can override a soft taunt form a dps or healer. Yes, i too have run thousands of Dungeons and trials and felt this was the right time to bring it up heading into 2025 since ESO Dev's seems to be going into a different type of update cycle. They could easily fix this.
My Job as a tank is to allow the group to mow down whatever they can in a timely clean fashion. Those Scamps and Bears can easily be fixed by ZOS to allow us Tank to override their cc without causing a PVP issues. Cheers!ElderSmitter wrote: »Just like taunts Tanks should be able to override this in PVE...
If we are talking about how a tank can override taunts in PvE, then we are talking about taunt immunity.
The group dungeons and trials have been cleared thousands of times—probably thousands of times yearly on each server. Many of the tanks in those groups have figured out how to handle their roles with this mechanic. Not all of those tanks use a pull, yet they can still manage to perform their role.
So, there is no issue with CC immunity. This is proven every day. Tanks with an issue like this, I suggest they run as a DD or healer for a while and watch what other tanks do. Learning by watching other tanks overcome challenges is helpful is many ways.
Good luck, and enjoy the game.
You can tank without a pull but any good tank will use a pull to stack enemies. A great tank will stack enemies tightly and immobilize them so they don’t move. Telling us to watch other tanks that may be worse than us doesn’t solve the problem that DPS are applying hard cc immunity when they don’t really have a way not to. Yes, its a miniscule problem— the DPS can turn around and kill the straggler. But its annoying and there’s no good reason that scamp and bear in particular (the two I have problems with*) should have a stun.
*I’ll reiterate that my bear on warden dps doesn’t just annoy the tank (oh my poor friend who has complained many times about the cc immunity), it annoys me too because now I have to go find the enemy instead of just cleaving the stack down.
Sorry OP for kind of hijacking your thread, I’m passionate about this problem so I’m glad you brought it up.
If we are going to talk about a great tank, then we are talking about a very skilled tank. They can pull a group together with and without a pull because they have become competent enough to handle varied situations.
Put it this way: I cannot recall the last time I had a CC immunity issue since I tend to be a step ahead of the group, leading it as a tank does and getting my job done to make it easy for them to do their jobs.
I must admit I cannot see this issue from the perspective the request comes from, as I have taken the time to watch other tanks and learn from them, which has helped me prepare and overcome obstacles—something I suggested earlier in this thread. I am glad I took the time to learn from others.
No issue has been described in this thread that myself and a great many tanks have had problems with. We learned how to tank with the design of this game.
BTW, millions of times, dungeons and trials have been cleared without issue over the past decade. Zenimax has seen solid proof that this mechanic is not a real issue. This is proven daily and is why this mechanic will not be changed.
No issue has been described in this thread that myself and a great many tanks have had problems with. We learned how to tank with the design of this game.
BTW, millions of times, dungeons and trials have been cleared without issue over the past decade. Zenimax has seen solid proof that this mechanic is not a real issue. This is proven daily and is why this mechanic will not be changed.
I suppose that's why this is listed as a "Quality of Life" suggestion rather than a "OMG THIS IS SO BROKEN, GAME IS UNPLAYABLE" suggestion.
Yes, it's possible to play around it. Yes, it's possible to do content despite this interaction.
But... What does this interaction actually provide to the game that justifies its existence?
Is random hard CC on pets that will proc CC immunity on enemies making the game better?
Is it making the game more fun? Is it promoting more group co-ordination? Is it providing more skill expression? No, all it's doing is being annoying for the sake of whatever niche scenario whereby having a pet randomly toss out a hard CC is somewhat useful.
What it is coming down to, is that it doesn't bother YOU specifically, so everyone else just needs to "Git gud". Which is the attitude that I've experienced in my 20+ years of Tanking whereby anything that makes Tanking slightly less annoying is met by that same attitude for some reason (Always the Tanks too, I never see this sort of thing for literally any other role)
As with many features and facets of games, it's not always about what a specific individual may or may not feel about something. But what such a thing actually adds to the game. (Which is something a lot of developers forget, they add features in for the sake of having them despite them not really adding anything to the game. For example, the "Mount Traininig" in ESO doesn't add anything to the game, it exists merely to be annoying and maybe eke out a few shekels from people buying the Mount Training books from the store)
In this specific instance, the use of CC causing CC immunity in of itself, adds to the game. As it means you can't just spam CC to lock down enemies and in the case of situations where you as an organized group actually decide to use CC you co-ordinate which CC's to utilize.
What doesn't add to the game is the nature of pets, which are part of standard DPS builds, that either utilize hard CC as part of their activated skill (Volatile Familiar) which is a primary source of the pet's DPS (Meaning that not using it is artificially gimping the Sorc's damage potential for an arbitrary reason) or is a randomly used form of auto attack (Guardian Spirit) whereby the only way to avoid it is by not using your ultimate skill at all (Again, gimping Warden's damage potential for an arbitrary reason)
If a change was made where these pets either didn't have hard CC or provided a CC immunity that didn't prevent something like a pull. It literally wouldn't change the way YOU or all these other Tanks that play around such things do things. While mitigating a source of annoyance that is caused by some poorly designed skills that have hard CC included where it doesn't make much sense (Not only in terms of this specific tanking situation. But even for Sorcs/Wardens themselves who might have other hard CC they want to use at specific times but get screwed over because their pets are tossing out hard CC's all willy nilly)
No issue has been described in this thread that myself and a great many tanks have had problems with. We learned how to tank with the design of this game.
BTW, millions of times, dungeons and trials have been cleared without issue over the past decade. Zenimax has seen solid proof that this mechanic is not a real issue. This is proven daily and is why this mechanic will not be changed.
I suppose that's why this is listed as a "Quality of Life" suggestion rather than a "OMG THIS IS SO BROKEN, GAME IS UNPLAYABLE" suggestion.
Yes, it's possible to play around it. Yes, it's possible to do content despite this interaction.
But... What does this interaction actually provide to the game that justifies its existence?
Is random hard CC on pets that will proc CC immunity on enemies making the game better?
Is it making the game more fun? Is it promoting more group co-ordination? Is it providing more skill expression? No, all it's doing is being annoying for the sake of whatever niche scenario whereby having a pet randomly toss out a hard CC is somewhat useful.
What it is coming down to, is that it doesn't bother YOU specifically, so everyone else just needs to "Git gud". Which is the attitude that I've experienced in my 20+ years of Tanking whereby anything that makes Tanking slightly less annoying is met by that same attitude for some reason (Always the Tanks too, I never see this sort of thing for literally any other role)
As with many features and facets of games, it's not always about what a specific individual may or may not feel about something. But what such a thing actually adds to the game. (Which is something a lot of developers forget, they add features in for the sake of having them despite them not really adding anything to the game. For example, the "Mount Traininig" in ESO doesn't add anything to the game, it exists merely to be annoying and maybe eke out a few shekels from people buying the Mount Training books from the store)
In this specific instance, the use of CC causing CC immunity in of itself, adds to the game. As it means you can't just spam CC to lock down enemies and in the case of situations where you as an organized group actually decide to use CC you co-ordinate which CC's to utilize.
What doesn't add to the game is the nature of pets, which are part of standard DPS builds, that either utilize hard CC as part of their activated skill (Volatile Familiar) which is a primary source of the pet's DPS (Meaning that not using it is artificially gimping the Sorc's damage potential for an arbitrary reason) or is a randomly used form of auto attack (Guardian Spirit) whereby the only way to avoid it is by not using your ultimate skill at all (Again, gimping Warden's damage potential for an arbitrary reason)
If a change was made where these pets either didn't have hard CC or provided a CC immunity that didn't prevent something like a pull. It literally wouldn't change the way YOU or all these other Tanks that play around such things do things. While mitigating a source of annoyance that is caused by some poorly designed skills that have hard CC included where it doesn't make much sense (Not only in terms of this specific tanking situation. But even for Sorcs/Wardens themselves who might have other hard CC they want to use at specific times but get screwed over because their pets are tossing out hard CC's all willy nilly)
It is nothing short of a nerf to the game. That is not a QoL.
We do not play around such things. We have multiple ways to corral mobs together instead of being a one-trick pony. We have learned better ways to gather mobs, so they will be killed faster than it would take a slow tank to pull them in one by one.
So my suggestion makes much more sense.
Part of the issue is that some of the most popular dps classes have CC's built into their main rotations. Though for me I personally don't run the scamp pet. Arcs have to hold flail..
No issue has been described in this thread that myself and a great many tanks have had problems with. We learned how to tank with the design of this game.
BTW, millions of times, dungeons and trials have been cleared without issue over the past decade. Zenimax has seen solid proof that this mechanic is not a real issue. This is proven daily and is why this mechanic will not be changed.
I suppose that's why this is listed as a "Quality of Life" suggestion rather than a "OMG THIS IS SO BROKEN, GAME IS UNPLAYABLE" suggestion.
Yes, it's possible to play around it. Yes, it's possible to do content despite this interaction.
But... What does this interaction actually provide to the game that justifies its existence?
Is random hard CC on pets that will proc CC immunity on enemies making the game better?
Is it making the game more fun? Is it promoting more group co-ordination? Is it providing more skill expression? No, all it's doing is being annoying for the sake of whatever niche scenario whereby having a pet randomly toss out a hard CC is somewhat useful.
What it is coming down to, is that it doesn't bother YOU specifically, so everyone else just needs to "Git gud". Which is the attitude that I've experienced in my 20+ years of Tanking whereby anything that makes Tanking slightly less annoying is met by that same attitude for some reason (Always the Tanks too, I never see this sort of thing for literally any other role)
As with many features and facets of games, it's not always about what a specific individual may or may not feel about something. But what such a thing actually adds to the game. (Which is something a lot of developers forget, they add features in for the sake of having them despite them not really adding anything to the game. For example, the "Mount Traininig" in ESO doesn't add anything to the game, it exists merely to be annoying and maybe eke out a few shekels from people buying the Mount Training books from the store)
In this specific instance, the use of CC causing CC immunity in of itself, adds to the game. As it means you can't just spam CC to lock down enemies and in the case of situations where you as an organized group actually decide to use CC you co-ordinate which CC's to utilize.
What doesn't add to the game is the nature of pets, which are part of standard DPS builds, that either utilize hard CC as part of their activated skill (Volatile Familiar) which is a primary source of the pet's DPS (Meaning that not using it is artificially gimping the Sorc's damage potential for an arbitrary reason) or is a randomly used form of auto attack (Guardian Spirit) whereby the only way to avoid it is by not using your ultimate skill at all (Again, gimping Warden's damage potential for an arbitrary reason)
If a change was made where these pets either didn't have hard CC or provided a CC immunity that didn't prevent something like a pull. It literally wouldn't change the way YOU or all these other Tanks that play around such things do things. While mitigating a source of annoyance that is caused by some poorly designed skills that have hard CC included where it doesn't make much sense (Not only in terms of this specific tanking situation. But even for Sorcs/Wardens themselves who might have other hard CC they want to use at specific times but get screwed over because their pets are tossing out hard CC's all willy nilly)
It is nothing short of a nerf to the game. That is not a QoL.
We do not play around such things. We have multiple ways to corral mobs together instead of being a one-trick pony. We have learned better ways to gather mobs, so they will be killed faster than it would take a slow tank to pull them in one by one.
So my suggestion makes much more sense.
AoE pulls still apply and respect CC immunity, aside from rush of agony which I think respects but doesn’t apply cc immunity.
LoS wouldn’t touch cc immunity, but stunned enemies won’t move for a bit so it’d be too slow to stack low health enemies (big health enemies are immune to stuns anyways). DPS would still have to cover a large area to kill them all because they wouldn’t stack in time.
Running ahead and then AoE pulling before the group is there is what I do, but you still get stragglers with wider pulls you have to single pull and you also can’t usually get very far ahead so its a scramble within a few seconds. Of course, I could run ahead more by leaving as the previous pull is dying as much as possible but I would like to not sacrifice my loot every pull just to avoid a scenario that shouldn’t be happening because again, why do you need a stun on scamp or bear?
You’re being vague instead of just telling us how you’re somehow avoiding the problem entirely, there’s no secret method to never having an add be out of stack because it got cc’d by a DPS whose just trying to do their job, except to not run with certain dps builds or only do content that has a lot of big adds in trash or very narrow pulls.Part of the issue is that some of the most popular dps classes have CC's built into their main rotations. Though for me I personally don't run the scamp pet. Arcs have to hold flail..
Flail is a soft cc as it immobilizes, it doesn’t stun. MagDKs do the same thing with talons. Immobilizing is a lot less annoying than stunning because worst case scenario a ranged add moves out of the group (which they do anyways even while immobilized sometimes…). Soft and hard cc have different immunities, which is how we are able to pull and then immobilize but we can’t pull and then fear or stun immediately.