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So I had a crazy idea to help tanks.

Eirikir
Eirikir
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Why not make take type weapons and skill scale off Health?

So think about it, instead of damage and usefulness being determined by stam or magic, it scaled off HP? Two weapons scale off magic, and four off stamina. Set two of the wepons off health, 1h and shield obviously, and any of the other three. Suddenly tanks have enough damage to matter and hold arggo, and health/heavy armor builds mean something.

You could even change around some skill morphs to scale off HP and armor rating.

I know it sounds crazy but I'm just thinking outloud.
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  • Lightninvash
    Lightninvash
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    or as a thought make more agro skills. In other games I have played with these type of roles generally there is a class that has agro skills built in to the class like Templar has healing tree. build a class that has agro tree. so you can build a tank that can aoe agro as well as agro individual mobs.
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  • Gulkrim-mur
    Gulkrim-mur
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    Eirikir wrote: »
    Why not make take type weapons and skill scale off Health?

    So think about it, instead of damage and usefulness being determined by stam or magic, it scaled off HP? Two weapons scale off magic, and four off stamina. Set two of the wepons off health, 1h and shield obviously, and any of the other three. Suddenly tanks have enough damage to matter and hold arggo, and health/heavy armor builds mean something.

    You could even change around some skill morphs to scale off HP and armor rating.

    I know it sounds crazy but I'm just thinking outloud.

    Then they would have high hp, high spell and physical defense, and high damage also. Lol everyone would tank.

    The point of tank is taking punishment not dishing it.
  • Svalinn
    Svalinn
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    or as a thought make more agro skills. In other games I have played with these type of roles generally there is a class that has agro skills built in to the class like Templar has healing tree. build a class that has agro tree. so you can build a tank that can aoe agro as well as agro individual mobs.

    I'd REALLY like to see the old "oratory" skill line come back into play.. it could be used in a LOT of ways.. like:

    lvl 1 skill: provoke - taunts orcs 100% of the time bfor 30 sec by telling them they are strong as a mudcrab - taunts work only 50% of the times on every other race
    lvl 2 skill: insult - taunts NORDS 100% of the time for 30 sec by telling them mead is the worse drink in the world...

    And so on xD xD

    Would be eccellent even lore-wise lol
    Edited by Svalinn on April 19, 2016 10:25PM
  • QuebraRegra
    QuebraRegra
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    I could see the SHIELD somehow scaling off health... definitely need an agro/taunt.
    Edited by QuebraRegra on April 19, 2016 10:27PM
  • Beardimus
    Beardimus
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    I know our tank has suggested that in the past, scaling off the health bar. Also suggested a Shield wall ability, pushes a cone out the back of the tank that has extra protection.
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  • Eirikir
    Eirikir
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    Eirikir wrote: »
    Why not make take type weapons and skill scale off Health?

    So think about it, instead of damage and usefulness being determined by stam or magic, it scaled off HP? Two weapons scale off magic, and four off stamina. Set two of the wepons off health, 1h and shield obviously, and any of the other three. Suddenly tanks have enough damage to matter and hold arggo, and health/heavy armor builds mean something.

    You could even change around some skill morphs to scale off HP and armor rating.

    I know it sounds crazy but I'm just thinking outloud.

    Then they would have high hp, high spell and physical defense, and high damage also. Lol everyone would tank.

    The point of tank is taking punishment not dishing it.

    Like I said, just thinking out loud.
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  • phaneub17_ESO
    phaneub17_ESO
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    Personally I like to see for Heavy Armor:
    1. Constitution also gains 1/2 Ultimate for every time you're hit. 8/4 second cooldown still applies.
    2. Bracing in addition for every piece of Heavy Armor you have equipped reduces damage taken from all sources by 1/2%.
    3. Merge Juggernaut with Rapid Mending as a single passive.
    4. New passive, Counter Attack when equipped with 5 or more heavy armor for every physical melee attack that hits you reflects a portion of the damage back at the attacker for each piece of heavy armor you have equipped by 1/2%.

    Next I like to see a change in the champion points tree, Atronach:
    1. Merge Bow Expert with Staff Expert into Ranged Weapon Expert.
    2. Add Blocking Expert that increases how much damage can be reduced by Blocking with a weapon or shield.
    Edited by phaneub17_ESO on April 19, 2016 11:44PM
  • Rune_Relic
    Rune_Relic
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    Its been suggested and considered.
    Only ZOS decides if such thing enter game or not.
    Anything that can be exploited will be exploited
  • dodgehopper_ESO
    dodgehopper_ESO
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    I've actually suggested something like this in the past, where I was recommending Light/Heavy attacks were based off of health. I've also suggested that cc duration would dilate depend on how high health was. I've also suggested that things like cc break, dodge roll, block, etc would have a reduced cost. Any combination of these things would make Health a more viable attribute than what it is now, without giving an overwhelming level of dps on top of durability. The problem right now with health is that it just doesn't offer much in the way of durability. Health's best use is really in avoiding being one-shot right now.
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  • code65536
    code65536
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    Eirikir wrote: »
    Why not make take type weapons and skill scale off Health?

    So think about it, instead of damage and usefulness being determined by stam or magic, it scaled off HP? Two weapons scale off magic, and four off stamina. Set two of the wepons off health, 1h and shield obviously, and any of the other three. Suddenly tanks have enough damage to matter and hold arggo, and health/heavy armor builds mean something.

    You could even change around some skill morphs to scale off HP and armor rating.

    I know it sounds crazy but I'm just thinking outloud.

    Then they would have high hp, high spell and physical defense, and high damage also. Lol everyone would tank.

    The point of tank is taking punishment not dishing it.

    Exactly. Having damage scale off of health doesn't help tanks at all.

    It's the reason why there was such an outcry from the tanking community over Maelstrom's tank weapon. It completely missed the mark and demonstrates that whoever was behind itemization at ZOS didn't even understand what tanks actually do.

    Tanks don't need or want damage to scale off of health. Such a change wouldn't help tanks, and it would create an imbalance by breaking the tradeoff between defense and offence (it's the same reason why people think that sorc shields are unfair, since by having it scale off of the same stat pool that determines a magsorc's damage, it broke that tradeoff).
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  • Oompuh
    Oompuh
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    First, as a Tank my health doesnt usually exceed 28k, while my Stam is 30k.. So using a weapon that does damage off of Health would not benefit me.

    Secondly, as a PvE tank I could care less about damage, I want weapons that help me defend, give me more resistance or resource regen over damage. Give me parrying. Give me reflect. Not more damage, sorry.
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  • Vangy
    Vangy
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    What they need to do is look at the heavy armour passives and adjust them. Then they need to UP the armour/resist value ratings of heavy armour by at least 15% and get rid of damage mitigation cap. Offence has no hard cap so why should defence????

    Personally for me id like to see certain passives worked into the heavy armour tree;

    1. Equipping 5H would allow you to regen 10/20/30% stam regen while blocking
    2. Each piece of heavy armor equipped would reduced damage taken by 1/2% AND increasing healing taken by 2/4%.
    3. With 5 H armour equipped you would generate X/Y/Z amount of health/stam/mag for each hit taken with a CD of 5/4 seconds. (readjust constitution to make it actually viable cos in its current state its just jack).
    4. Each piece of heavy armor equipped increases armour/spell resist by 1/2/3%.
    5. Each piece of heavy armor equipped increases damage blocked by 1/2%.

    I mean look at the light and medium armor tree. They get things like 12% cost reduction, 12% weapon damage, spell penetration, stam recovery etc etc. THOSE ARE SO OP compared to the *** heavy armour tree. Buff tanks so that they can ACTUALLY stand their ground against 3-5 competent players and not get melted in 5 seconds when block is down. Make tanking VIABLE in PvP. Like tanks should be able to hold breaches against enemy groups with CC and tankiness and make it hard to rush in with ball groups. They dont need to do fantastic damage, in fact none of the above changes affects tanks damage at all. It does however, make defence a thing again.
    Edited by Vangy on April 20, 2016 2:19AM
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