Taunt indicator that appears ON enemies not just their debuff bar

CanAPanda
CanAPanda
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We really need an indicator to tell the if a target is taunted and then if it is taunted by you or not plus how long until the taunt falls off. The debuff list in this game is insanely long, so using that to see your taunt duration is pretty difficult especially in fights where you are tanking 2+ enemies. For example when OTing vAS2 or vSS HM Navi statues it is very hard to keep track of which Mini/Statue needs a taunt refresh without relying on addons. Even then addons like Untaunted just give you timer bars with a target name but if all the statues have the same name its impossible to differentiate. All you know is "one of the statues is losing taunt soon".

In most other games that use the better system of threat typically floating health bars over enemies change color based on the threat you have or don't have on them. Something like this but for taunt would be incredibly helpful. Currently it is impossible to attach floating icons to enemies using addons so this is not even a option. You can only attach floating icons to group members and that's it. By floating icons I mean icons that will follow that character around in the game space with them.

Either this or just re-work the threat/taunt system in this game. Its actually crazy that you can be doing 100% of the damage to an enemy and yet it runs off to someone in your group that is like 30m away who hasn't even looked at it yet.
  • Djennku
    Djennku
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    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
    @Djennku, PCNA.

    Grand Master crafter, all styles and all furnishing plans known pre U41.
    Vamp and WW bites available for players.
    Shoot me an in-game mail if you need anything, happy to help!
  • Oblivion_Protocol
    Oblivion_Protocol
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    You’ve…missed the mark by a country mile. OP isn’t saying that tanking is hard, or that they don’t know how to Taunt and they want the whole process to be easier. They just want a better system for knowing who’s taunted and who isn’t. This isn’t an issue of mechanics. It has nothing to do with skill or practice and everything to do with convenience and quality of life.
  • alpha_synuclein
    alpha_synuclein
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Imo it's a design issue.

    Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
    There is a reason why we have so many buff/debuff tracking addons.

    The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.
  • Lystrad
    Lystrad
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    So there is a subtle visual effect from taunts but it can be kind of difficult to see in the chaos of other visual effects going off. It's a red effect that appears around the targets head, it seems to be easiest to see on humanoids. It would definitely be nice if it was more pronounced and somewhere that was easier to locate on all enemy types regardless of size.

    I'm also not sure if it's applied by the soft taunts from pulls, but I know I've definitely seen it applied by SnS taunt, undaunted taunt, and arcanist taunt.

    mjbw592w4xoh.png
    Edited by Lystrad on 31 March 2025 22:23
  • LootAllTheStuff
    LootAllTheStuff
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    ^ On larger foes, that red effect seems to rise off their back and shoulders as well, making it a bit easier to see.
    Edited by LootAllTheStuff on 1 April 2025 12:09
  • CanAPanda
    CanAPanda
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Well I have multiple trifectas as OT including IR and GS which were the worst two. I got it done but that doesnt take away from the fact that the game has WAY too much useless bloated particle effects that take away from what you need to see. On top of that just the threat system in general is terrible, ask any tank who has tanked in other games at a reasonably high level and they will tell you the exact same thing. vAS2 itself is terribly designed. No amount of practices will tell you where Llothis will randomly teleport two of his 4 positions. On top of this after teleport he removes any raid markers and focus target on him. On top of this a teleport can line up perfectly with his oppressive bolts and if Olms is between you and him, even if you focus target him you often will hit Olms with crushing shock.
  • CanAPanda
    CanAPanda
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    Lystrad wrote: »
    So there is a subtle visual effect from taunts but it can be kind of difficult to see in the chaos of other visual effects going off. It's a red effect that appears around the targets head, it seems to be easiest to see on humanoids. It would definitely be nice if it was more pronounced and somewhere that was easier to locate on all enemy types regardless of size.

    I'm also not sure if it's applied by the soft taunts from pulls, but I know I've definitely seen it applied by SnS taunt, undaunted taunt, and arcanist taunt.

    mjbw592w4xoh.png

    Yes I am aware of this particle effect but as mentioned its nearly impossible to see in most situations. On top of this it doesn't give you any indication on how long your taunt has left on it. In WoW enemy health bars above their heads will change color relative to your threat on them. Something similar to this should be implemented in ESO otherwise the threat system itself needs a complete re-work.
  • CanAPanda
    CanAPanda
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Imo it's a design issue.

    Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
    There is a reason why we have so many buff/debuff tracking addons.

    The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.

    I also often play healer, I actually use an addon called Hypertools which allows me to place "sticky" icons onto characters in the game space. They aren't static on your screen like RO Tracker, PA tracker etc instead it places the Powerful Assault icon directly on each player that is missing it. My OCD forces me to rebuff PA because it makes the floating icons go away. This is only possible for grouped members though. You cannot attach any image to any enemy or friendly unless grouped.
  • CanAPanda
    CanAPanda
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    You’ve…missed the mark by a country mile. OP isn’t saying that tanking is hard, or that they don’t know how to Taunt and they want the whole process to be easier. They just want a better system for knowing who’s taunted and who isn’t. This isn’t an issue of mechanics. It has nothing to do with skill or practice and everything to do with convenience and quality of life.

    Thank you, thats exactly what I was saying. Actually right now, tanking IS hard but it doesn't need to be this hard. It is very much a struggle to tank more than 2 enemies for over 15s especially if you need to maintain buffs for your group damage, and do other mechanics like interrupts and stuff. You very quickly lose track of which target's taunt has what duration left on it. I did setup a Hypertools icon just to the left of my reticle which basically gives me at a glance an indication of the duration left on my taunt for my targeted enemy. If its less than 3s the icon starts to flash and show the proc indicator effect to warn me. Still it would be much more enjoyable to tank if I could just at a glance see the duration left on any enemy I have taunted by looking at their character model without having to deal with the *** targeting system to try and target them to see the duration left.
  • alpha_synuclein
    alpha_synuclein
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    CanAPanda wrote: »
    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Imo it's a design issue.

    Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
    There is a reason why we have so many buff/debuff tracking addons.

    The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.

    I also often play healer, I actually use an addon called Hypertools which allows me to place "sticky" icons onto characters in the game space. They aren't static on your screen like RO Tracker, PA tracker etc instead it places the Powerful Assault icon directly on each player that is missing it. My OCD forces me to rebuff PA because it makes the floating icons go away. This is only possible for grouped members though. You cannot attach any image to any enemy or friendly unless grouped.

    I am aware of that and I am also using addons for uptime tracking. But the fact that addons exist doesn't mean that we should stop asking for better ingame solutions.
    We got skill timers eventually.
  • CanAPanda
    CanAPanda
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    CanAPanda wrote: »
    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Imo it's a design issue.

    Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
    There is a reason why we have so many buff/debuff tracking addons.

    The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.

    I also often play healer, I actually use an addon called Hypertools which allows me to place "sticky" icons onto characters in the game space. They aren't static on your screen like RO Tracker, PA tracker etc instead it places the Powerful Assault icon directly on each player that is missing it. My OCD forces me to rebuff PA because it makes the floating icons go away. This is only possible for grouped members though. You cannot attach any image to any enemy or friendly unless grouped.

    I am aware of that and I am also using addons for uptime tracking. But the fact that addons exist doesn't mean that we should stop asking for better ingame solutions.
    We got skill timers eventually.

    I agree and the game should be playable without addons and it obviously is to some extent (console). That doesn't mean its working well or couldn't be improved on. I would love to just get rid of all my trial addons and I did for a while.

    I prefer to just recognize mechanics based on enemy vocalizations/animations and react accordingly. The problems with this way of thinking is there are way too many friendly aoe effects that create too much screen clutter. I have friendly skills turned off yet I still see too many of them. Also the enemy effects can also be overwhelming for the optical nerves. Some games do this well where animation particles are much much more transparent but not this game. Take for example the last trash pack in vLC before Shard, there are so many ground fire effects in that pull that you usually can't even see the firestorm aoes before they pop off and kill you. How is this supposed to be enjoyable or playable? Its like the game is completely designed around throwing as much damage as possible at you so you can test if the healers are putting out 70k+ overheal or not. Why is overheal even what we focus on here? I remember in wow overheal was something to be ashamed of because that was wasted mana, instead reactionary healing was praised.

    I'm slightly getting off topic as there are many issues with the game. Back to the taunt indicators or just floating indicators in general. I know as it stands it is impossible to attach icons to enemies given the API that addon creators are to work with. The only floating indicators are ones that are baked into the game already which put red arrows over enemies you are in combat with. The targeting and threat system both need a serious overhaul. I just don't think ZoS will ever do it because most of their money comes from casuals which always make up the majority of every MMO's playerbase. Also it interferes with play your own way motto that they live by and eventually will die by (not irl, relax ZoS don't ban me again its a figure of speech).
  • Jestir
    Jestir
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    "Failure to properly provide the player necessary information" is an all around issue with this game

    Your issue with providing basic taunt info for tanking, the literally bare bones group health lines let alone buff or debuff management, or how the game flat out doesn't provide any information for players to improve in any way in any role

    Players have to rely on outside sources to learn what is considered very basic foundational information and it is one of the worst things about the game
  • CanAPanda
    CanAPanda
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    Jestir wrote: »
    "Failure to properly provide the player necessary information" is an all around issue with this game

    Your issue with providing basic taunt info for tanking, the literally bare bones group health lines let alone buff or debuff management, or how the game flat out doesn't provide any information for players to improve in any way in any role

    Players have to rely on outside sources to learn what is considered very basic foundational information and it is one of the worst things about the game

    Oh trust me, I know. Its crazy how much stuff is just under the table at this point. Status effects are poorly if even explained at all. Most players don't realize that concussion applies minor vuln for 4 secs and is the prerequisite for off balance. You'll have healers complaining about being asked to bring a lightning staff for wall then having to explain how it all works. Brittle only being applied when chill is applied WITH A FROST STAFF equipped goes under the table a lot too. Many tanks are still running 1h&Shield front bar when really they should just be double staffing almost all content. I mean if someone can solo tank falg HM without a guard on them while in double staff then its hard for me to take someone seriously saying they can't tank regular vet twins in vdsr with a double staff.

    Just the other day I completely forgot that they changed it so that ice blockade/wall now applies minor breach if it damages a target afflicted by chill. I also didn't realize that they changed boneyard to apply minor vuln since I left for 9 months.

    The whole "play your way" is great until nothing is explained and the bare minimum information needed to do certain activities without relying on addons isn't provided.
  • Navaac223
    Navaac223
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    The best thing we have right now is untaunted because it hightlights the line corresponding to the ennemy you're looking at. It still is very hard to notice those that aren't taunted yet (especially with the average DD, who will always go as far away from you as possible when an add is on him to ensure that he dies alone while causing as much chaos as possible)
    Edited by Navaac223 on 13 April 2025 10:05
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