Dear
@LegendaryNinja ,
Thank you for writing the post "
Reasons not to Tank in ESO(Both Group and Solo Play), Is it not Attractive?. Thank you
@Wing for drawing my notice to said post and thank you to
@usmcjdking,
@Scyantific , and
@MaximusDargus for being encouraging of my tanking and place on the forums.
I come here today to follow up on my word and post about the parts of tanking that are the most frustrating. These are issues that really gnaw at my will when playing ESO and things that I am sure there are solutions to. Without further prefacing I now introduce the top 10 things that make tanking a pain in the butt.
Number 1 - Arcane Softcaps
It is hard for players to know how much block cost reduction, overall mitigation, and mitigation via armor work. One basically has to test these for themselves or find someone who has done the prerequisite hours of blocking a single attack over and over again in order to understand how soft caps affect tanking stats. I do think that these stats were made very carefully as it looks as through the developers had a clear vision of how heavy armor and sword plus shield skill lines synergize with each other. For example, the Bracing and Fortress passives give a player exactly 50% block cost mitigation and at that amount further mitigation to block cost adds in a soft cap styled diminished way. Regardless of that careful planning though, these stats are hard for average people to grasp.
Even some of the so called best players in the game (with top NA scores) have been totally confused and wrong about how these stats work. Some people think that block cost depends on damage mitigation or that it changes based on the enemies fought against. Some people don't even know about the 50% damage mitigation via armor cap and have argued with me that there is no such thing because "they could tell." This is a sad state to be in and overall I find this type of system to be anti-player because it is one in which players believe they have achieved something, but are being unknowingly affected by diminished returns.
Number 2 - Theory Crafting Don't Matta
As I tried to indicate in number 1, I have done quite a bit of testing that is pertinent to the tank role. I do have to say that out of the 3 roles, tanking seems to have the most leeway build wise. There are many cool sets that can be run, but despite that, it feels like changing up those things really doesn't matter much. There are many ways to gain useful stats in exchange for non-useful stats. There are plenty of racial options that are interesting. In the end though, I feel that if we aren't getting one shot, then we are easily surviving without a problem. There isn't much to do with the exception of figuring out how to get around having no stamina regeneration and getting around the stamina regeneration nerf is just not compelling game play. I am always trying more and more ridiculous things on dungeon runs because otherwise the bore of keeping my stamina at 80% is maddening.
Number 3 - The Nerf Then
Now that I have mentioned it a few times in number 2 it is time, I will talk about it more formally. The stamina regeneration nerf that was brought about during ESO Live 21 and was tirelessly fought against. The nerf was astroturfed which means nobody really supported it at a grass roots level until fake support was said to exist and people then jumped on that bandwaggon. I challenge you, the reader, to find three separate threads on these forums before the dates of ESO-Live 21 where people where upset about tanks blocking. More than half of the people voting in polls at the time, and still today, didn't want or like the nerf.
This nerf really brought out the worst of the community as it became extremely clear when people, who where not tanks and had little experience or care for the role, viciously argued that tanks should be brought down a notch. It also brought out the worst of the developers. It embarrasses me that Rich had to get the consultation of his loved ones before he felt correct enough in flipping the switch that turned off tanks stamina. It wasn't your families choice to decide on, it wasn't streamers who had trouble surviving in wayrest sewers choice to decide on, and it was not "tanks" who use medium armor and steel tornado in their number one leader board runs choice to decide on. Rich had the duty of fleshing out what the average tank felt about this and perhaps he believes that the average tank really did want this nerf, but I don't think that such investigative work took place and now we pay for this design choice as we have to obsess about how every one of our choices affects our stamina.
Number 4 - The Nerf Now
I think that the anti-nerf sayers were accurate in how the portrayed the after math of the nerf. I also don't believe that development is really taking tanking greatly into account despite "caring" so much for us tanks that they would make sure we were having a good time via giving us a big nerf.
There are still many archetypes of tanks, but they tend to focus on the extreme of what to do over and over in order to not run out of stamina. To me this was a bad switch because I want to use things like heroic slash, rapid maneuvers, circle of protection, vigor, and shield charge without feeling bad for it. It is also not intuitive for players to want to go to extremes rather than go to a balanced approach when deciding on their tank build. Now I feel, even during the build and testing process, that I should be laser focusing on what is happening to my stamina. The "solution" has been worse than the "problem" at causing boring play that is tedious to the player.
I also don't see the developers carefully considering the tank role or their views about players always blocking when designing new content. vWGT shows that view because it contains bosses that don't require a tank. Tanks do nothing against the Planar Inhibitor and are of minor help against the pitiful damage dealing Adjudicator boss. It is just odd that the only significant attack of the Adjudicator ignores the tank because it is an aggro free attack. There are and continue to be enemies that one shot tanks who are not blocking (so much for "just holding block the whole time"
@Wrobel ), and that type of design continues on to the new trial. There are new enemies in the upcoming DLC that literally make a tanks armor rating 0 and they have one shot me if I'm not blocking. I dare you to imply again that I shouldn't be holding block the whole time, especially against enemies that get rid of all of my other damage mitigation.
Overall the logic that created the nerf was flawed, it created even more boring game play in my view, and to this day development of new content comes from a place where tanks either don't matter or better be holding block the whole time. This is not a nice mix of experiences for us tanks.
Number 5 - PVP is Imbalanced
As predicted, the nerf talked about in 3 and 4 had an impact in PVP. I actually like "tanking" in PVP. That means that I like having alot of damage mitigation and a build that favors regeneration over spike damage. This is all fine and well, but there are imbalances that make my type of play disadvantaged. It is strange how players can spam their high powered attacks over and over with no cost to their regeneration, but a tanky player cannot block those attacks without suffering the penalty to their regeneration. This difference indicates an imbalance between those play styles. Additionally, I think it is strange how glass cannon builds get to abuse survival skill such as hardened ward and cloak, but can still output huge damage. A tankier build clearly makes a player more survivable, but where is the damage that hardened ward and cloak users get? Well, it is non-existent, and no I'm not saying that tanks should have damage, but am saying that there should be a better balance between survivability and damage output and that only tanks really have to make that trade off in a meaningful way.
Number 6 - Buffs and Communication
It is that time of the games life span where we are on PTS again. I am so tired, so very tired, of the lack of communication that occurs with regards to many of the tanking topics that I have brought up. Look at DK chains for example. That skill has gone through 2 huge changes now with almost no communication from the developers as to why they do what they do and still, after more than 6 months of time, the skill has a bug where it just doesn't work sometimes because of the target being "too high or too low."
I must say that there have been positive buffs for tanks, but they are outnumbered by the nerfs and the lack of communication is very frustrating. I made, for example, an enlightening post about the Black Rose set during the 1.6 PTS and, with no word as to why from the developers, the set suffered a change that many found to be negative. I made, for example, an enlightening post about the vMA sword and board during the Wrothgar PTS and, with no word as to why from the developers, the vMA tanking items were changed, but the developers took none of the tanks of the time feedback when changing those items and they remain horrible to this day. The developers really should have sat down with us and discussed these changes, but, until recently, they have been mostly absent when it comes to talking about tanking buffs.
Even Obsidian Shard, a skill I wrote about buffing during the 1.6 PTS, was buffed quite well, but my thread about that skill was deleted after a player essentially told me in that thread that nobody cared about the skill or tanking. I got no feedback from anyone at ZOS about why my thread was deleted and that remained the case after reaching out to a forum moderator, but low and behold one of my suggestions were taken and the skill is better of today or that change. If
@ZOS_GinaBruno had just been allowed to comment on my thread that something was being done, then I would have had alot more confidence in the development team and there would have been less vitriol expressed toward me, but instead there was nothing said. There would have been much more moral on the PTS forum.
I just don't understand why the developers act this way and, moving toward the future, I hope that
@Wrobel and
@ZOS_RichLambert can sit down with some of us tanks and discuss positive changes that can be done. I do think that the developers are getting better and am hopeful that these types of communication issues about buffs and nerfs do not persist. On another note, I believe that the forum suspension penalty should be limited as there are many of my tanking friends being no longer able to communicate here because of views that they expressed months and months ago which were views born out of the same frustrations that I have with the developers over some of their nerfs and lack of communication.
Number 7 - Itemization
Many tanking sets are just not striking the correct cord for the role. Jolting and the Maelstrom tanking items are probably the worst offenders, but even something as subtle as stamina regeneration being on the Endurance or Tava's favor set are big drawbacks.
Why does Glorious Defender have weapon damage? Why does Pariah literally copy Footman but in a worse way? Why is Footman even good when players suffer such huge diminished returns to damage mitigation? Why did the Kena undaunted set get buffed to give spell and weapon damage as a one piece bonus, but the Lord Warden set set continues to only give spell resistance, the easier of the resistances to obtain I may add, rather than spell and physical resistance. Why was the Black Rose set changed when literally nobody complained about how it worked at first?
There is much to be desired with new tanking sets. There are some good ones that are made, but things like the Jolting Arms set and the Maelstrom Sword are extremely unsettling.
Number 8 - Mechanical Difficulties
There are a few things that would be nice to have a rework as to make them not so frustrating. One of those things are vulnerable frames. What I mean by vulnerable frames are times during which a tank cannot block. Those frames occur during a bar swap and at the end of a roll dodge. Some say that having vulnerable frames for those actions necessitates that tank do those things in a skillful way, but I disagree with that notion.
Combat can be very fast in this game and require quick reactions. Combat can require these reactions to such an extent that players can't afford to not switch their bars or roll dodge at certain times and, inherently with those actions, comes the risk of vulnerable frames and a one-shot. It is for this same reason that I hate the 1.6 change to extended chains. There isn't time to look at every enemies feet for the indication of it being CC=immune and therefore every chain pull, up until thieves guild, has come with the jarring risk of being pulled across the room.
Another agitating mechanic is how full up a tank bar gets. The whole reason for having to swap bars so much and risk having vulnerability frames is because the primary bar is so clogged with passive effects that useful abilities have to be dedicated to the secondary bar. My first bar is now a taunt, a passive health buff, a passive damage/block cost buff, two passive magic regen buffs, and my stamina restoration skill. only 2 out of 6 skills on my primary bar get actually used.
If that wasn't bad enough, when I do swap bars I am immediately penalized for doing so and I don't just mean by gaining vulnerability frames. When I swap bars, even if my set bonus buffs, enchantment buffs, and passive skill buffs are the same on both bars, there is a moment between switching bars that I am not considered as having those equipped items or skills (the vulnerability frames), and I lose base states such as my health when switching. For example, if entropy is giving me 2k health and is on both of my bars, when I switch bars my health drops by 2k. So if I was at 28k max health, then I would be at 26k out of 28k health after the bar swap.
These issues just don't have to exist and I am slightly annoyed that I have never gotten my discussion about this issue responded to by a member of the development team.
Number 9 - Tanks Don't Matta
I learned as early as patch 1.4 that I was not needed for raids. There is almost always a tank to fill that coveted spot. I also learned that many pieces of content are completed much more quickly if a tank is not used. For example, most of the best scores for trial content involves a tank that is more focused on damage dealing via spamming a skill like steel tornado than mitigating damage.
For months I have had interest in joining trial guilds, but the need for me is just not present, for months we have now been mostly irrelevant in PVP, and for months have the developers not said anything significant about tanking. I've tried hard to make this role fun for a number of people, but much of that effort is all for naught.
Number 10 - Sum of It's Parts
If any of these reasons for tanking being sort of crappy was by itself, then maybe there wouldn't be much reason for concern. I very easily came up with 10 reasons that make tanking, and to a further extent ESO, unenjoyable. Perhaps some of the issues are small and perhaps there is no use talking about things that probably wont be changed, but all of these issues really come together, in my mind, to make something that is not player friendly and is damaging toward the game as a whole.
I would like to thank you all for reading. Everyone, especially tanks and developers, are welcome to comment about where I am right and you find the same issues or even about where you think I am incorrect in my observations. This concludes my tanking top 10.
Edit
Number 11 - MORE STUPID NERFS AS WE MOVE TO DARK BROTHERHOOD
OLD BLOCK COST @ 58% = Fortress + Bracing + Def Stance
NEW BLOCK COST @ 58% = Fortress + Defensive Stance + 100 Champion Point + 2-3 Sturdy Trait
In exchange for 100 CP and 2-3 Traits, if we get hit a bunch of time, then we get a minimum amount of extra damage that we most likely wont even get to utilize because we are getting hit a bunch of times and need to focus on surviving.
ZOS IS KILLING US ON THESE TRADE DEALS