mazrimtaimxpreub18_ESO wrote: »Finished Veteran Crypt of Hearts last night and apparently it is true that you don't need a tank... or even 4 people for that matter. Hoping the new content in the next patch is challenging enough to require a tank - which is my favorite role. Unfortunately tanks just don't seem to be needed in the current design of the veteran dungeons. Anybody else find this true? Have finished all veteran dungeons now using just 3 people...2 DPS and 1 Healer - Suggestion: please make future veteran dungeons more challenging and balanced for a full group.
If anybody is curious here is the video. (Warning: some F-bombs in the vid)
https://www.youtube.com/watch?v=zhHePmh6ySQ
I agree. That is pretty clearly considered to be tanking right there, lol.Also you did have a taunting S&B NB that used Veil of Blades and Immovable for quite a bit of the fight, by TES standards that was tanking
I agree. That is pretty clearly considered to be tanking right there, lol.Also you did have a taunting S&B NB that used Veil of Blades and Immovable for quite a bit of the fight, by TES standards that was tanking
Having a real tank is probably sub-optimal.But to clear it under 30 mins and with no deaths, you need 4 players (4 dps, with 2 dps off healing ever now and then)
There are no tanks, just DPS with taunts or Immovable
liquid_wolf wrote: »"Tanking" doesn't exist in ESO. Nor do I believe it would make sense. Honestly... from an MMORPG standpoint... Tanks NEVER made sense.
One target? We send multiple people after some bad guy, and we somehow convince him to focus all damage on one target?
The only reason "Tank Builds" exist is because there are fights which require "Tank Builds".
Not because they are cool, or complicated, or even mechanically impressive.
Funneling all damage to a single point, having that point buffed with heals and support, then having allies beating on the target for fifteen minutes is not fun.
You want close calls. Multiple people getting hit at once, and groups needing to adjust strategy mid-fight to account for changes in the terrain and enemy behavior.
That's right. I wish I could play as one of the dungeon bosses against a group, so I can ignore the tank and just stomp on the squishiest healer in the party. The concept of tanking just assumes that dungeon bosses are ***.liquid_wolf wrote: »Nor do I believe it would make sense. Honestly... from an MMORPG standpoint... Tanks NEVER made sense.
liquid_wolf wrote: »@Pmarsico9
You can't explain the benefit of "Tanks" by pointing out the flaws in how the game is currently running.
"Not having a traditional tank takes away depth."
How does a tank add depth to the game? In the other MMORPGs around, how does tanking-spanking improve the dungeons and content?
What about one single person holding all the damage, and having one or two people healing him... makes the game better?
Everyone stacking up to kill a boss with impulse is an entirely different matter. Completely broken, and in need of fixing. That isn't about tanking... it is simply about how broken and overpowered those abilities are. In need of fixing.
So how does "Tank & Spank" make a game better? What depth is there that we have not already seen in countless other MMORPGs? Where does tanking make sense in ESO, and what type of content would best show this?
liquid_wolf wrote: »
But I don't want to see "Tank & Spank" content that is encouraging players to be a tank just to do it.
The irony here is I actually find that last fight to go much smoother when my dedicated tank tanks those ads. Makes them super easy and not giving anyone any problems;)Having a real tank is probably sub-optimal.But to clear it under 30 mins and with no deaths, you need 4 players (4 dps, with 2 dps off healing ever now and then)
There are no tanks, just DPS with taunts or Immovable
In the last boss of COH, I've seen groups with 3x dps + 1 healer do so much damage that the the boss could only spawn 1 set of adds during the entire first phase before transitioning to the second phase.
The adds are in fact what gives most groups the biggest problems, because they up the level of coordination required. Groups without excellent dps will struggle in COH with this. Thus, having no tank is optimal.
Then, in the second phase, just have one of the dps be the designated taunter, and roll-dodge the boss's heavy attacks. Alternatively, you can improvise-tank using buffs like immovable.
In a well coordinated group, a full-time tank on that boss is nothing more than a gimped dps.
Just to explain it in more detail, there are actually two relevant dps thresholds for that boss:The irony here is I actually find that last fight to go much smoother when my dedicated tank tanks those ads. Makes them super easy and not giving anyone any problems;)
The few times when my tank focused on dps there, THEN we had problems with ads.
No, because the healer and tank are also dps.You say you could 3 man it all without a tank, though, I have 2 manned vet Wayrest without a dps. Could probably repeat that in most other vet dungeons(CoH aside). Does it mean dps are not needed?;)
Off dps, yes, of course. But wasn't one of you also range taunting in CoH, hence making him an off tank?No, because the healer and tank are also dps.You say you could 3 man it all without a tank, though, I have 2 manned vet Wayrest without a dps. Could probably repeat that in most other vet dungeons(CoH aside). Does it mean dps are not needed?;)