INTRODUCTION
Greetings everyone. I have seen some discussion of the Maelstrom items recently and wanted to post some guidance that I hope can help the developers in their redesign of the Maelstrom items that are pertinent to tanking. In this post I will be discussing what is wrong with the current Maelstrom tanking items, how they are imbalanced, some of the issues that have come with tanking focused itemization, and I how I would personally improve the Maelstrom tanking items.
@ZOS_GinaBruno , I hope that you can invite some developers, including
@ZOS_RichLambert , to join us in this thread so that we all may look at changing the Maelstrom tanking set. These are the Maelstrom tanking items that have an ability which alters the Low Slash skill in the one-handed weapon and shield skill line.
PART ONE-
Initial thoughts
"Man of many trades, master of none"
That phrase is what I think sums up the Maelstrom tanking weapons. The Maelstrom enchantment does quite a bit and was balanced around doing many things. That is to say, a simple line of balance thought is that the more effects something has, then the lesser each individual effect should be in order to balance that item overall. Additionally, in order to give an item more effects, but keep the item balanced, the item must have effects that aren't always useful or are sometimes situational.
Similar Balance In ESO:
For example, the Obsidian Shard skill does damage, heals, and knocks down, but doesn't do that much healing or that much damage to compensate for it's many aspects. Could it be better if it, for example, only healed? Yes. Is it still a useful balanced skill? Sure thing.
What I see in the Maelstrom tanking weapons is that just because items are balanced in and of themselves, doesn't mean that they are balanced with respect to other items and nor does it mean that said item is fun or useful.
What I see in the Maelstrom shield is laziness. That item is very, very, sad and I will aim toward improving it during the conclusion of this post.
PART TWO-
Explaining Imbalance
Items can be made with balance in mind, but may still be imbalanced when compared to other items. Let's see this imbalance by comparing the Maelstrom tanking weapon to the other Maelstrom weapons.
Imbalance 1: Damage Is Not a Major Currency of TankingThe Maelstrom weapons all have a passive effect that deals in the currency which is useful and possibly of utmost concern to it's user. That is, all Maelstrom weapons, except for the tanking weapons, have this benefit of dealing in a strong currency.
The tanking weapon fails to deal in a useful currency because of the assumptions inherent to the use of Low Slash. That assumption is that a tank character is the only type of character that will be interested in using Low Slash. Don't get me wrong, damage is important to tanking to some extent, but that is not the focus of tanking. Damage is certainly not so much the focus of tanking that it deserves to be the first and foremost aspect of a tanking based item.
The imbalance here is that everyone get's a useful currency in their Maelstrom weapon passive effect except for tanks.
Imbalance 2: Always Useful PassivesSpell Damage, Weapon Damage, and even, to an extent, spell critical are useful to add to. Armor, on the other hand, is only useful to have a specific amount of. In PVE, once tanks have the armor rating that achieves them the damage mitigation via armor rating cap, then armor is useless to add to any further.
Part of this issue has to do with diminished returns. The math may work out to were spell and weapon damage is diminished to a certain extent once a player has a very high spell or weapon damage rating, but it isn't diminished in the way that armor rating is diminished. This is to say that spell and weapon damage will almost always be likely to have some benefit and critical chance will probably always be useful, but tanks reach the armor rating cap rather easily and that means that tanks are far less likely to want the passive armor gain from their Maelstrom weapon than DPS players will want the damage increasing passive from their respective Maelstrom weapons.
Some players will say that a tank can gain armor and spell resistance from the Maelstrom tanking items and then forgo gaining armor and spell resistance from other places. They think that armor and spell resistance is fungible. Though the armor rating stats are exchangeable to an extent, what is also true is that tanks are already reaching the armor rating cap with ease and doing so, efficiently, without the the Maelstrom tanking items. It is also true that, despite how fungible armor rating is, tanks will eventually have no use for their champion points except to increase armor rating. That means that for the long term health of these Maelstrom tanking items, they should not deal in the armor or spell resist currencies.
The imbalance of the armor rating passive effect on the Maelstrom tanking weapons lies in that armor is a stat that isn't needed a whole lot, but the other Maelstrom weapons give a much more desirable passive stat that players get a greater benefit from having.
Imbalance 3: Passive Versus ActiveEvery single Maelstrom item, with the exception of the tanking ones, only require one action to activate their main effect. The only thing that they require is for use of the skill which they alter. The Maelstrom items for tanking require that not only the skill which they alter be used, but also a that a fully charged heavy attack be used to gain the skill altering bonus. The bonus is small and, normally, balance is done so that small bonuses are gained passively and large bonuses are gained by doing a little bit of extra work (look at the Master Sword passive healing effect or health increase for example).
Nobody else, except for tanks, have to do two things to gain their Maelstrom item bonus. It is also the case that heavy attacking is antithetical to the tanking role itself. A bar swap or roll dodge, of all things, can spell death for a tank and a heavy attack can as well, but the Maelstrom tanking weapon requires that risk in order to have a resource pay out.
The imbalance of this type of effect is that not only does no other role than the tank have to perform multiple tasks for their Maelstrom weapons effect to work, but no role, other than tank, is expected to do something contrary toward one of the biggest parts of it's role in order to get a Maelstrom item reward.
Imbalance 4: Number of ChoicesCasters receive multiple options for their Maelstrom Choice; the restoration staff, fire staff, frost staff, and lightning staff. Melee fighters receive multiple options for their Maelstrom Choice; a bow, great sword, dagger, and other variations of two or one-handed weapons. Tanks get one weapon that has a constant effect despite what version of the weapon it is and they get a shield with a prismatic enchant.
This issue of choices shows how everyone is getting many choices except for players who are tanking with sword and shield. (yes, there could be another healing staff as well). It is also odd that weapon choice matters for a caster or melee DPS, but has absolutely no baring on tanking.
The imbalance of not having options when other roles and play styles have options is clear. Players who have options can leverage those options in order to become stronger. Tanks only get one option when it comes to Maelstrom item choice
PART THREE-
Explaining Solutions
It is very clear that being a tank comes with it's disadvantages. It is also clear that tanking confronts the development of this game with challenges. Set after set gets released, but many of the sets fall by the wayside or have inherent flaws;
Some new tanking flaws:
- Black Rose was recreated, but in a way that very few people where excited about because it was destined to do less than it's originator.
- Armor Master can essentially cause the user to take damage when they bar swap while using a crafted weapon or shield of said set.
- Endurance set gives stamina regeneration, a dead stat for tanking.
- Lord Warden has a lame one piece bonus, small AOE, and low proc chance. (no guarantee of working when needed)
- Leeching Plate has a small AOE and low proc chance. (no guarantee of working when needed)
- Imperium has a low proc chance. (no guarantee of working when needed)
- Shock Master and Tormenter just don't do a whole lot.
That is a big list of issues and we needn't let the Maelstrom items join the other tanking gear on that list. How do we make the Maelstrom tanking items good and balanced though?
The answer is to make these Maelstrom items balanced relative to the other Maelstrom items. That means that for the Maelstrom tanking items to be good that they must offer the following advantages.
Goal 1 - Useful StatsGive the Maelstrom tanking set a stat that is always useful to tanks and can qualify as one of tanks primary concerns. This stat should also not suffer diminishing returns.
Goal 2 - No Extra Actions NecessaryRequire only using the skill that is being altered, with no additional actions, to gain the altering effect benefit. There should also not be a large mechanical limitation such as small AOE size, a low chance based mechanism, or any other mechanic that makes the set not feel fun to use.
Goal 3 - Offer VarietyMake weapon choice matter and make a shield that is useful for having a unique enchantment.
Furthermore I think the following points are important so that the set in in line with what seems to be the initial vision for the Maelstrom tanking set.
Goal 4 - Make Low Slash Exciting
Players should feel good for achieving a Maelstrom item, want to try it out, and be using the effect which it alters on cool down.
Goal 5 - Assist Tanks in Resource Management Low Slash costs a good chunk of stamina and the Maelstrom tanking items are originally intended to assist in stamina management. It makes sense for a redesigned set to do something similar to the original effect in terms of resource management, but in a better way.
Let's begin to theory craft some changes.
PART FOUR-
Theory Crafting a New Set
First, let's begin with getting rid of the parts of the Maelstrom set which we don't like and are unsatisfying.
Second, let's think about what we can add.
Many effects? NO, these tanking items should feel epic and that means that an epic effect will feel good rather than several small minor effects.
Damage? NO, the damage stat is not an important enough tanking concern to be stapled onto such a tanking focussed item.
Base stats? NO, bar swapping will negate most of the effect of having extra base stats.
Armor Rating? NO, tanks already have efficient armor rating sources.
Block Cost Reduction? Maybe, but we should also consider the future of the Defensive Stance altering weapon.
Damage Reduction? Maybe, but this stat is heavily diminished.
Dodge Chance? Now we are talking.
Why have I chosen dodge chance? That would be because it is a stat that is always useful. There are limited ways to add to the evasion stat, there is no way to increase evasiveness in the champion point tree, and evasion is a great stat to have when tanking as it is functionally block cost mitigation and damage reduction. What does Low Slash and the current vision of the Maelstrom tanking set have to do with evasion though?
You see, the biggest and most awesome part of Low Slash is that it causes a debuff to an affected enemies damage. That debuff can help protect an entire raid of players and isn't subject to a mechanical limitation. The best way to make Low Slash feel really epic would be to
increase an enemies chance of missing. I chose that stat specifically because it would be in line with how Low Slash normally works. As I explained, Low Slash is a great skill to protect a large group of players. What better way to protect a group than increasing an enemies chance to miss?
But what about the passive effect? All Master and Maelstrom items have at least two effects, so what else can be added on to the Maelstrom tanking set to make it feel awesome, still be in line with the original vision for the set, and be balanced with respect to the other Maelstrom items? Well, I propose that the Maelstrom tanking set passively gives a buff to the Constitution passive.
A Constitution buff is something that many players have called for and because Constitution has such low values to begin with, making the passive effect of the Maelstrom tanking set deal with increasing a percent of those low Constitution numbers would ensure that such a passive buff is in line with the balance idea that passive effect bonuses are generally smaller than what an active effect would otherwise grant.
Overall if the Maelstrom weapons for tanking had the 2 above effects, then I would be gosh darn excited to use them. I'll tell you that much for sure! What about this shield though? We still need to deal with that.
PART FIVE-
What About the Shield?
Shields have an interesting place in the game. They can only be crafted with a base stat enchantment and almost always come with a base stat enchantment. Having a good shield, with more than just base stats, is important because of how bar swapping, while using a base stat enchanted shield, eats that enchantment. Tanks almost never get any use from their shield enchantment, if they plan on bar swapping, because of this current mechanical limitation.
It's for this same reason that a Maelstrom shield, a shield with a real enchant that doesn't just vanish due to a bar swap, would be really awesome. The current version is pathetic and, yes, some shame should be felt if a Maelstrom item with a boring tri-stat enchantment was a serious attempt at itemization. You developers have a huge opportunity in making shields awesome and I will now explain how I would make the Maelstrom shield super cool.
From all of the points above, the major point that we have not satisfied is for their to be variety in weapon choices for tanks. We can introduce this variety with the Maelstrom shield. We are going to do so by remembering about our dual wield passives. You see, dual wield offers users reasons to use a specific type of weapon and the Maelstrom shield can incorporate such a weapon plan.
1 - SwordWhile a sword is equipped, decrease an enemies attack.
2 - AxeWhile an axe is equipped, drain an enemy for health (or maybe magic and stamina).
3 - MaceDecrease an enemies armor and spell resistance.
The Maelstrom shield could not only alter Low Slash, but also make weapon choice matter when an enemy is affected by Low Slash. I believe we should also pepper on the same buff to the Constitution passive that I suggest for the Maelstrom tanking weapon to the Maelstrom shield. This would all make the new Maelstrom tanking items super cool, useful, synergistic, and in line with the original vision for the items.
CONCLUSION
If we put everything together, then here is what we get!
And on that note I complete my redesign of the Maelstrom tanking sets. I hope that you developers sincerely consider some of the changes that I outline here and also take into account some of the ideas about balance that I shared. I also hope that when you are designing future tanking items and even balance changes, that you stop trying to make us tanks heavy attack and drop block. Stamina regeneration is broken now so please don't add it to new sets. No tank wants to be shoehorned into heavy attacking for a minuscule number of resources. Heck, nobody wants to heavy attack and if you want proof of that, then get your statistics team to compute the totally lost interest in the Molten Armaments skill.
To quote the wisest NPC,
Why do you persist? Turn back!
Thank you for reading and get back to work!
P.S. You could also make the Low Slash altering effect an increase to ultimate gained. That would be cool to.
P.P.S. Please post your own ideas in the comments.