Good Day/Morning/Evening
After Reading the Patch Notes late in the Evening Yesterday, i got quite a Headache thinking about the future of Tanking in Update 14. Therefore i choose to express my worries with the Recent Changes. Mind that I had no chance to get on the PTS and do some tests, so my worries are as of now, in a theoretical state, but please listen nonetheless and maybe add some actual input if you had the chance to Test already.
The new Update will bring quite sgnificant Changes to the Game in the departments of Resource sustain and Mitigation. Also factually the Costs for Blocking in Groups are roughly doubled. The Developer Comment about this is, that they want Tanks in PvE to Block more Strategic. This might work in an Environment where the Telegraph for the Heavy hitters is long enough and the game gives you a Sporting chance to use other options rather than Blocking. Unfortunately this is not the case with ESO. Lets Talk about Some Areas where the new Hightend Blockcosts combined with the lower Resource Sustain will hurt Tanks and by extension the Groups they are Playing with big time.
Baseline: Strategic Blocking
Strategic Blocking as seems to be Imagined is Used to Block selected Hits and let the Shields down between them to be able to Regenerate your Stamina. This has Multiple Problems. First is the fact that your Resource Regeneration does not start immediately after you drop the Block. It takes two Seconds. This is Approximately the Same time a Heavy Hitter Takes, to start their next Heavy Attack, which in Turn you will have to Block to survive. So Strategic Blocking is useless if the Strategic Value is neglected by a Cooldown, that may as well force you to uphold the continuous block. The Second Reason are the Telegraphs of Specific Attacks combined with performance issues. One of the options is to Dodge Specific attacks which remove your Damage Mitigation by Armor to be able to Tank other Attacks without Blocking. This in turn does not work if the Telegraph / Hit do not coincide. Best example here is the Twohanded Mob in vMoL. It is possible to Dogeroll the Armorbreaker of this enemy, but not if you start your Dogeroll in The moment the Telegraph for the hit starts. The Dogeroll must start a moment before the hit, which is only Possible if you are a) quite experienced and b) have a perfect Performance. I am fine with a, since experience can be acquired but point b is to much of a hit and miss in case of an Action in which milliseconds decide if your attempt to evade is successful. Other enemies have similar hits, which would need Perfect performance to be able to evade or Block on a skillbased basis.
Fast Hitting High Damage Bosses:
Boss enemies like Rakkhat have a Mechanic that hits very Fast and very Hard. The Gatling of Rakkhat will be emptying Staminapools very Fast. Likewise the Warrior with his Continued Hits, which will now all 4 drain your Stamina. To Survive those hits it is nearly Standart Practice to continuously Apply your Shield as a DK tank. This will eat your Magica very Fast which in turn means that most of the Time with the Change to the Resource Regain by Orbs and Shards it has a good chance to Refill the wrong Resource, as as Tank it is in such a moment more improtant to Refill your Stamina, since your Magica will refill over time. Furthermore it is very Dangerous to Drop the Block on Enemys like Rakkhat and the Warrior since all Unblocked hits will make Short work of you. This is even more important since The Change in the Championpoints mean we get hit by approximately 10% more Damage. Something which for example will change a Hit of the Warrior from a "Survivable 27k" to a Deadly 30k hit.
Special Attacks that reduce or remove the Mitigation of your Armor:
Enemies, be they Boss enemies or not, that reduce or outright Remove the Mitigation provided by the Armor of the Tank result in the Tank being forced to use the only other Method directly Mitigating incomming Damage, which is Blocking. Shielding may help you survive, but in a Real Sense it is not mitigation but a Cheap Shorttime Health addition. It does not reduce the Damage you Take, it just spreads it out.In case of Resource Problems, you might not even be able to do this. If you are Forced into such a State the Tank will have significant Problems to Survive. As discussed earlier, some of these Armor Penetrating or Breaking hits can be evaded but the Timing for this is very fickle.
A Significant number of Heavy hitters in Groups:
This is one of the more Dangerous Scenarios. If you are Confronted by a Group of Multiple Heavy Hitting Enemies you need to Aggro all of them to let your Teammates Survive. This in turn Makes it nearly impossible to Strategicly Drop your Blocking Stance. Best examples would be the Axes in vAA, which not only, will be Draining your Ressources (which you cant regain as efficiently) twice as fast, but also Stun you on an Unblocked hit. To Remove the Stun it would be needed to Break free, which not only Requires Stamina but also forces you into a Short Blocking Animation, which will in turn negate your Stamina regeneration. Other Examples of this Category are the additional Enemies in the fight with Ozara, The Enemies in the Twin Fight in MoL and Some Groups in Mazzatun and Cradle as well.
All this Combined makes Tanking look rather bleak. Tanking was already the most Resourcemanagement Heavy Role in the game, something that seems to be driven over the Top with this Patch. So Please rethink some of your recent Changes to make Tanking a Challenging but not Punishing experience for the Players.
Ebenherzpakt
Sir Greydir - Dunmer DK
Don Greydir - Kajit NB
Ser Greydir - Imperial DK
Dieser-Greydir-Heilt - Argonier Templer
Greydir Finsterklinge - Bretone NB
Greydir Drakenson - Nord Hüter
Clear: vAA HM - vHrC HM - vSO HM - vMoL HM - vHoF TTT - vAS [+2] - vCR [+3] GH - vSS HM - vKA HM - vRG