Mystrius_Archaion wrote: »This is definitely bugged badly.
I think they should revert the "frost staff tanking" change and instead wait until they can make a one-handed magic weapon that can be differentiated like dual wield vs 1hand and shield between damage and tanking. That seems like the only way to make that work as they built this game.
Frost staff attacks seem to be a more powerful taunt than Inner Fire also. That should not be that way. If you slot a specific taunting skill it should be more powerful than non-taunt skills.
This is the same problem with binary combat control mechanics. They either work or the target is immune.
Other games I have played that were much older had smarter designers that gave every control mechanic, including taunt, a magnitude number and a calculation to determine whether that effect would occur. It worked just like resistance in this game.
This did several great things:
1) Magnitude allowed higher rank enemies to "resist" control and taunt while lower rank enemies didn't resist it.
2) it allowed for more ranks of enemies who had varying levels of resistance to those effects.
3) It allowed players, especially groups, to stack the effects, instead of just overwriting each other making it useless, to actually control higher rank enemies up to even the most powerful enemies in the game. This was not overpowered because each application lasted a specific duration so that the full stacked overlap would only last a very short time, like an 8 second stun of magnitude 2 with 1 second cast against a boss with magnitude 8 stun resistance would need 4-5 applications of that stun to be stunned so that would take 4-5 players to get the full duration if used at the same time or a single player doing nothing but stunning to stun the boss after 4-5 seconds for 2 seconds and requiring constant refreshing to maintain.
This took a lot more skill than ESO without being too hard for players. It allowed tactical play.
4) Taunt had a magnitude that was measured against the damage per second of the dps so that dps could pull aggro if the tank wasn't taunting enough or the dps was built for too much burst and less sustain or was clearly outclassing everyone else in sustained damage(and maybe needing a nerf). It made building balanced very important and forced tanks to be better than mindless bots with timed taunts and holding block.
5) There were tank classes that had a passive that taunted enemies on every attack they made, just like the Tri-Focus passive with frost staff, that helped them be a tank without having to "waste a skill slot" to have a taunt. This allowed tanking to be as fun as anything else because they could use all the same skills that dps could. They just built for survival more than the dps did, allowing for gear swaps to switch between dps or tank.
6) A good tank using skills wouldn't have much to worry about dps pulling aggro because they could actually build up their taunt more than the dps, and there was no accidental dps taunting because they use a dps weapon that has a taunt added for no reason(dumb frost staff addition).
7) There would be a lot less need for random group member targeting, which doesn't make much sense over specific group member targeting like "healer aggro", because every ability had a taunt magnitude that would cause a boss to switch targets to "the greatest threat" or "the smartest target choice".
Guess which game was this smart? City of Heroes which launched on April 27th 2004 with all these mechanics. The same year as World of Warcraft and months ahead of it. 14 YEARS AND 8 MONTHS BEFORE TODAY!
This was also the game with the first example of and most powerful character customization to come for years, which no game has yet really topped. It even had ability color customization that they managed to update in after launch with hardly any bugs. Somehow things worked better even if it was still, like any MMO, a "cartoon tire patched so much that it was a lumpy rough ride" with many of the bugs. They even had less budget and fewer developers and did everything on a much shorter timescale than ESO has. They were just better.
It is very very sad and disappointing to me that the developers of today have nowhere near half the talent and creativity that the developers of City of Heroes had well over 14 years ago. I don't even know how anybody could explain that because games these days have technology that is 512 times more powerful(according to Moore's Law of processing power doubling every 18 months exponentially).
Has all this been wasted on just visual upgrades that have actually taken away from gameplay?
Why do I even bother? The developers of this game aren't willing to even try to make such a major change, probably won't even read this and likely aren't talented/smart enough to make it happen even with the benefit of hindsight and the example code necessary already being out there so that they can more easily make a similar system.
We would all be thrilled and overjoyed if they could prove me wrong.
Maura_Neysa wrote: »Mystrius_Archaion wrote: »This is definitely bugged badly.
I think they should revert the "frost staff tanking" change and instead wait until they can make a one-handed magic weapon that can be differentiated like dual wield vs 1hand and shield between damage and tanking. That seems like the only way to make that work as they built this game.
Frost staff attacks seem to be a more powerful taunt than Inner Fire also. That should not be that way. If you slot a specific taunting skill it should be more powerful than non-taunt skills.
This is the same problem with binary combat control mechanics. They either work or the target is immune.
Other games I have played that were much older had smarter designers that gave every control mechanic, including taunt, a magnitude number and a calculation to determine whether that effect would occur. It worked just like resistance in this game.
This did several great things:
1) Magnitude allowed higher rank enemies to "resist" control and taunt while lower rank enemies didn't resist it.
2) it allowed for more ranks of enemies who had varying levels of resistance to those effects.
3) It allowed players, especially groups, to stack the effects, instead of just overwriting each other making it useless, to actually control higher rank enemies up to even the most powerful enemies in the game. This was not overpowered because each application lasted a specific duration so that the full stacked overlap would only last a very short time, like an 8 second stun of magnitude 2 with 1 second cast against a boss with magnitude 8 stun resistance would need 4-5 applications of that stun to be stunned so that would take 4-5 players to get the full duration if used at the same time or a single player doing nothing but stunning to stun the boss after 4-5 seconds for 2 seconds and requiring constant refreshing to maintain.
This took a lot more skill than ESO without being too hard for players. It allowed tactical play.
4) Taunt had a magnitude that was measured against the damage per second of the dps so that dps could pull aggro if the tank wasn't taunting enough or the dps was built for too much burst and less sustain or was clearly outclassing everyone else in sustained damage(and maybe needing a nerf). It made building balanced very important and forced tanks to be better than mindless bots with timed taunts and holding block.
5) There were tank classes that had a passive that taunted enemies on every attack they made, just like the Tri-Focus passive with frost staff, that helped them be a tank without having to "waste a skill slot" to have a taunt. This allowed tanking to be as fun as anything else because they could use all the same skills that dps could. They just built for survival more than the dps did, allowing for gear swaps to switch between dps or tank.
6) A good tank using skills wouldn't have much to worry about dps pulling aggro because they could actually build up their taunt more than the dps, and there was no accidental dps taunting because they use a dps weapon that has a taunt added for no reason(dumb frost staff addition).
7) There would be a lot less need for random group member targeting, which doesn't make much sense over specific group member targeting like "healer aggro", because every ability had a taunt magnitude that would cause a boss to switch targets to "the greatest threat" or "the smartest target choice".
Guess which game was this smart? City of Heroes which launched on April 27th 2004 with all these mechanics. The same year as World of Warcraft and months ahead of it. 14 YEARS AND 8 MONTHS BEFORE TODAY!
This was also the game with the first example of and most powerful character customization to come for years, which no game has yet really topped. It even had ability color customization that they managed to update in after launch with hardly any bugs. Somehow things worked better even if it was still, like any MMO, a "cartoon tire patched so much that it was a lumpy rough ride" with many of the bugs. They even had less budget and fewer developers and did everything on a much shorter timescale than ESO has. They were just better.
It is very very sad and disappointing to me that the developers of today have nowhere near half the talent and creativity that the developers of City of Heroes had well over 14 years ago. I don't even know how anybody could explain that because games these days have technology that is 512 times more powerful(according to Moore's Law of processing power doubling every 18 months exponentially).
Has all this been wasted on just visual upgrades that have actually taken away from gameplay?
Why do I even bother? The developers of this game aren't willing to even try to make such a major change, probably won't even read this and likely aren't talented/smart enough to make it happen even with the benefit of hindsight and the example code necessary already being out there so that they can more easily make a similar system.
We would all be thrilled and overjoyed if they could prove me wrong.
Wow, No, absolutely frigging not.
Why change/make a new class, NOBODY used Frost Staves before this change, now tanks do
Every taunt is the same, doesn’t matter which one I use I’ll pull agro instantly - until taunt immunity (3 taunts in 15 seconds by 2 different people. Then nobody will pull taunt no matter which skill is used.
Maura_Neysa wrote: »Mystrius_Archaion wrote: »This is definitely bugged badly.
I think they should revert the "frost staff tanking" change and instead wait until they can make a one-handed magic weapon that can be differentiated like dual wield vs 1hand and shield between damage and tanking. That seems like the only way to make that work as they built this game.
Frost staff attacks seem to be a more powerful taunt than Inner Fire also. That should not be that way. If you slot a specific taunting skill it should be more powerful than non-taunt skills.
This is the same problem with binary combat control mechanics. They either work or the target is immune.
Other games I have played that were much older had smarter designers that gave every control mechanic, including taunt, a magnitude number and a calculation to determine whether that effect would occur. It worked just like resistance in this game.
This did several great things:
1) Magnitude allowed higher rank enemies to "resist" control and taunt while lower rank enemies didn't resist it.
2) it allowed for more ranks of enemies who had varying levels of resistance to those effects.
3) It allowed players, especially groups, to stack the effects, instead of just overwriting each other making it useless, to actually control higher rank enemies up to even the most powerful enemies in the game. This was not overpowered because each application lasted a specific duration so that the full stacked overlap would only last a very short time, like an 8 second stun of magnitude 2 with 1 second cast against a boss with magnitude 8 stun resistance would need 4-5 applications of that stun to be stunned so that would take 4-5 players to get the full duration if used at the same time or a single player doing nothing but stunning to stun the boss after 4-5 seconds for 2 seconds and requiring constant refreshing to maintain.
This took a lot more skill than ESO without being too hard for players. It allowed tactical play.
4) Taunt had a magnitude that was measured against the damage per second of the dps so that dps could pull aggro if the tank wasn't taunting enough or the dps was built for too much burst and less sustain or was clearly outclassing everyone else in sustained damage(and maybe needing a nerf). It made building balanced very important and forced tanks to be better than mindless bots with timed taunts and holding block.
5) There were tank classes that had a passive that taunted enemies on every attack they made, just like the Tri-Focus passive with frost staff, that helped them be a tank without having to "waste a skill slot" to have a taunt. This allowed tanking to be as fun as anything else because they could use all the same skills that dps could. They just built for survival more than the dps did, allowing for gear swaps to switch between dps or tank.
6) A good tank using skills wouldn't have much to worry about dps pulling aggro because they could actually build up their taunt more than the dps, and there was no accidental dps taunting because they use a dps weapon that has a taunt added for no reason(dumb frost staff addition).
7) There would be a lot less need for random group member targeting, which doesn't make much sense over specific group member targeting like "healer aggro", because every ability had a taunt magnitude that would cause a boss to switch targets to "the greatest threat" or "the smartest target choice".
Guess which game was this smart? City of Heroes which launched on April 27th 2004 with all these mechanics. The same year as World of Warcraft and months ahead of it. 14 YEARS AND 8 MONTHS BEFORE TODAY!
This was also the game with the first example of and most powerful character customization to come for years, which no game has yet really topped. It even had ability color customization that they managed to update in after launch with hardly any bugs. Somehow things worked better even if it was still, like any MMO, a "cartoon tire patched so much that it was a lumpy rough ride" with many of the bugs. They even had less budget and fewer developers and did everything on a much shorter timescale than ESO has. They were just better.
It is very very sad and disappointing to me that the developers of today have nowhere near half the talent and creativity that the developers of City of Heroes had well over 14 years ago. I don't even know how anybody could explain that because games these days have technology that is 512 times more powerful(according to Moore's Law of processing power doubling every 18 months exponentially).
Has all this been wasted on just visual upgrades that have actually taken away from gameplay?
Why do I even bother? The developers of this game aren't willing to even try to make such a major change, probably won't even read this and likely aren't talented/smart enough to make it happen even with the benefit of hindsight and the example code necessary already being out there so that they can more easily make a similar system.
We would all be thrilled and overjoyed if they could prove me wrong.
So the whole post is because you miss your old game?
Mystrius_Archaion wrote: »Maura_Neysa wrote: »Mystrius_Archaion wrote: »This is definitely bugged badly.
I think they should revert the "frost staff tanking" change and instead wait until they can make a one-handed magic weapon that can be differentiated like dual wield vs 1hand and shield between damage and tanking. That seems like the only way to make that work as they built this game.
Frost staff attacks seem to be a more powerful taunt than Inner Fire also. That should not be that way. If you slot a specific taunting skill it should be more powerful than non-taunt skills.
This is the same problem with binary combat control mechanics. They either work or the target is immune.
Other games I have played that were much older had smarter designers that gave every control mechanic, including taunt, a magnitude number and a calculation to determine whether that effect would occur. It worked just like resistance in this game.
This did several great things:
1) Magnitude allowed higher rank enemies to "resist" control and taunt while lower rank enemies didn't resist it.
2) it allowed for more ranks of enemies who had varying levels of resistance to those effects.
3) It allowed players, especially groups, to stack the effects, instead of just overwriting each other making it useless, to actually control higher rank enemies up to even the most powerful enemies in the game. This was not overpowered because each application lasted a specific duration so that the full stacked overlap would only last a very short time, like an 8 second stun of magnitude 2 with 1 second cast against a boss with magnitude 8 stun resistance would need 4-5 applications of that stun to be stunned so that would take 4-5 players to get the full duration if used at the same time or a single player doing nothing but stunning to stun the boss after 4-5 seconds for 2 seconds and requiring constant refreshing to maintain.
This took a lot more skill than ESO without being too hard for players. It allowed tactical play.
4) Taunt had a magnitude that was measured against the damage per second of the dps so that dps could pull aggro if the tank wasn't taunting enough or the dps was built for too much burst and less sustain or was clearly outclassing everyone else in sustained damage(and maybe needing a nerf). It made building balanced very important and forced tanks to be better than mindless bots with timed taunts and holding block.
5) There were tank classes that had a passive that taunted enemies on every attack they made, just like the Tri-Focus passive with frost staff, that helped them be a tank without having to "waste a skill slot" to have a taunt. This allowed tanking to be as fun as anything else because they could use all the same skills that dps could. They just built for survival more than the dps did, allowing for gear swaps to switch between dps or tank.
6) A good tank using skills wouldn't have much to worry about dps pulling aggro because they could actually build up their taunt more than the dps, and there was no accidental dps taunting because they use a dps weapon that has a taunt added for no reason(dumb frost staff addition).
7) There would be a lot less need for random group member targeting, which doesn't make much sense over specific group member targeting like "healer aggro", because every ability had a taunt magnitude that would cause a boss to switch targets to "the greatest threat" or "the smartest target choice".
Guess which game was this smart? City of Heroes which launched on April 27th 2004 with all these mechanics. The same year as World of Warcraft and months ahead of it. 14 YEARS AND 8 MONTHS BEFORE TODAY!
This was also the game with the first example of and most powerful character customization to come for years, which no game has yet really topped. It even had ability color customization that they managed to update in after launch with hardly any bugs. Somehow things worked better even if it was still, like any MMO, a "cartoon tire patched so much that it was a lumpy rough ride" with many of the bugs. They even had less budget and fewer developers and did everything on a much shorter timescale than ESO has. They were just better.
It is very very sad and disappointing to me that the developers of today have nowhere near half the talent and creativity that the developers of City of Heroes had well over 14 years ago. I don't even know how anybody could explain that because games these days have technology that is 512 times more powerful(according to Moore's Law of processing power doubling every 18 months exponentially).
Has all this been wasted on just visual upgrades that have actually taken away from gameplay?
Why do I even bother? The developers of this game aren't willing to even try to make such a major change, probably won't even read this and likely aren't talented/smart enough to make it happen even with the benefit of hindsight and the example code necessary already being out there so that they can more easily make a similar system.
We would all be thrilled and overjoyed if they could prove me wrong.
Wow, No, absolutely frigging not.
Why change/make a new class, NOBODY used Frost Staves before this change, now tanks do
Every taunt is the same, doesn’t matter which one I use I’ll pull agro instantly - until taunt immunity (3 taunts in 15 seconds by 2 different people. Then nobody will pull taunt no matter which skill is used.
1) Read it again, if you did the first time at all.
I never, NEVER, suggested adding another class. I just was saying what another game did(City of Heroes) that was only a different class because they had passives that made the same exact skills as other classes(Brutes and Tankers and Scrappers all got Super Strength and Invulnerability), that did melee dps at higher levels due to passives adjusting their strength as well, into more tank-centric strength. DPS had passive 25% more damage while tanks had passive 25% more deenses, for example as an approximate inexact number, applied to the base 100% damage and defense all classes got.
2) Taunt in this game is stupidly binary. That's why "anybody taunting in 15 seconds 3 times makes the boss go wild".
That's dumb amateur coding especially since they forced more common heavy attacking to restore resources so that you can actually use your skills more than a rotation or two every 30 seconds. It's "heavy attack or die".
3) Players have always used frost staff if they liked slowing/immobilizing the enemy or just the frost graphics. Your very first post proves some people use it for dps otherwise this thread wouldn't exist.
I, for one, like frost staff for that, but I don't use it for the same reason I don't use flame staff. I am not as good at making sure the heavy attack hits my intended target instead of the enemy right next to them, if it even fires when a simple knockback can interrupt it.
I manage to tank just fine using a restoration staff, which actually should have been what they added the taunt passive to since it buffs healing and heals on heavy attack completion from a passive which benefits a tank more than a dps oriented staff and passive do.
4) There are so few tanks because tanks kill stuff slowly and that doesn't feel good in solo or small group play. Tanks also run out of resources faster than dps builds because they sacrifice recovery of magicka/stamina for recovery of health. They also assume it relies on a healer in group play like other games, which it does for the most part. Tanking is boring and an already established role that is colored by previous game designs.
5) ESO tanking is worse than tanking in other games for the simple fact that every enemy can become taunt immune here in ESO while other games reserve that for special mechanics ONLY. Why should a boss be immune to all taunts if 3 taunts are used within 15 seconds? That means if you use a taunt with a 1 second cast time every second for 3 seconds then you have a wild rampaging boss for 12 seconds, 80% of the time. That means if you use a taunt and there are 2 frost staff users heavy attacking to restore resources in the group at the same time then essentially the boss will be wild for 14 seconds out of 15, 93% of the time. You can pretty much forget about taunting and replace the tank with a heal/dps hybrid then.
In fact, if the boss is taunt immune enough, or has random target abilities often, then why do we need a tank at all? They can't hold the boss attention and there are so many high damaging AoEs that it would be best to just let a boss run wild between far spread out dps, as they likely will anyway, and spread out the damage so that everybody can just bring shields and self-healing to more easily survive anyway.
My point was there are better options for making taunt work and whatever weapon they want viable for tanking if they would just get more creative and stop developing like assembly line robots.
You, @Maura_Neysa , should have paid more attention to the post your quoted and avoided a "knee-jerk" reflex action. I actually agree with you that frost staff heavy attack taunting doesn't work right, but it will never work right with the game as it is.
Why does a frost staff heavy attack taunt at all when 1hand and shield doesn't? It requires a skill choice and use for 1hand and shield. It seems they just wanted a quick fix that wouldn't involve adding another active skill to the destruction staff tree so that it wouldn't break the pattern of number of active skills and would fix the issue of magicka weapon builds needing to run dungeons for undaunted rank to unlock a taunt.
Stupid developer lazy fix of a big earlier mistake in design all because they were unwilling to rework the design enough to make it right.
Maura_Neysa wrote: »Mystrius_Archaion wrote: »Maura_Neysa wrote: »Mystrius_Archaion wrote: »This is definitely bugged badly.
I think they should revert the "frost staff tanking" change and instead wait until they can make a one-handed magic weapon that can be differentiated like dual wield vs 1hand and shield between damage and tanking. That seems like the only way to make that work as they built this game.
Frost staff attacks seem to be a more powerful taunt than Inner Fire also. That should not be that way. If you slot a specific taunting skill it should be more powerful than non-taunt skills.
This is the same problem with binary combat control mechanics. They either work or the target is immune.
Other games I have played that were much older had smarter designers that gave every control mechanic, including taunt, a magnitude number and a calculation to determine whether that effect would occur. It worked just like resistance in this game.
This did several great things:
1) Magnitude allowed higher rank enemies to "resist" control and taunt while lower rank enemies didn't resist it.
2) it allowed for more ranks of enemies who had varying levels of resistance to those effects.
3) It allowed players, especially groups, to stack the effects, instead of just overwriting each other making it useless, to actually control higher rank enemies up to even the most powerful enemies in the game. This was not overpowered because each application lasted a specific duration so that the full stacked overlap would only last a very short time, like an 8 second stun of magnitude 2 with 1 second cast against a boss with magnitude 8 stun resistance would need 4-5 applications of that stun to be stunned so that would take 4-5 players to get the full duration if used at the same time or a single player doing nothing but stunning to stun the boss after 4-5 seconds for 2 seconds and requiring constant refreshing to maintain.
This took a lot more skill than ESO without being too hard for players. It allowed tactical play.
4) Taunt had a magnitude that was measured against the damage per second of the dps so that dps could pull aggro if the tank wasn't taunting enough or the dps was built for too much burst and less sustain or was clearly outclassing everyone else in sustained damage(and maybe needing a nerf). It made building balanced very important and forced tanks to be better than mindless bots with timed taunts and holding block.
5) There were tank classes that had a passive that taunted enemies on every attack they made, just like the Tri-Focus passive with frost staff, that helped them be a tank without having to "waste a skill slot" to have a taunt. This allowed tanking to be as fun as anything else because they could use all the same skills that dps could. They just built for survival more than the dps did, allowing for gear swaps to switch between dps or tank.
6) A good tank using skills wouldn't have much to worry about dps pulling aggro because they could actually build up their taunt more than the dps, and there was no accidental dps taunting because they use a dps weapon that has a taunt added for no reason(dumb frost staff addition).
7) There would be a lot less need for random group member targeting, which doesn't make much sense over specific group member targeting like "healer aggro", because every ability had a taunt magnitude that would cause a boss to switch targets to "the greatest threat" or "the smartest target choice".
Guess which game was this smart? City of Heroes which launched on April 27th 2004 with all these mechanics. The same year as World of Warcraft and months ahead of it. 14 YEARS AND 8 MONTHS BEFORE TODAY!
This was also the game with the first example of and most powerful character customization to come for years, which no game has yet really topped. It even had ability color customization that they managed to update in after launch with hardly any bugs. Somehow things worked better even if it was still, like any MMO, a "cartoon tire patched so much that it was a lumpy rough ride" with many of the bugs. They even had less budget and fewer developers and did everything on a much shorter timescale than ESO has. They were just better.
It is very very sad and disappointing to me that the developers of today have nowhere near half the talent and creativity that the developers of City of Heroes had well over 14 years ago. I don't even know how anybody could explain that because games these days have technology that is 512 times more powerful(according to Moore's Law of processing power doubling every 18 months exponentially).
Has all this been wasted on just visual upgrades that have actually taken away from gameplay?
Why do I even bother? The developers of this game aren't willing to even try to make such a major change, probably won't even read this and likely aren't talented/smart enough to make it happen even with the benefit of hindsight and the example code necessary already being out there so that they can more easily make a similar system.
We would all be thrilled and overjoyed if they could prove me wrong.
Wow, No, absolutely frigging not.
Why change/make a new class, NOBODY used Frost Staves before this change, now tanks do
Every taunt is the same, doesn’t matter which one I use I’ll pull agro instantly - until taunt immunity (3 taunts in 15 seconds by 2 different people. Then nobody will pull taunt no matter which skill is used.
1) Read it again, if you did the first time at all.
I never, NEVER, suggested adding another class. I just was saying what another game did(City of Heroes) that was only a different class because they had passives that made the same exact skills as other classes(Brutes and Tankers and Scrappers all got Super Strength and Invulnerability), that did melee dps at higher levels due to passives adjusting their strength as well, into more tank-centric strength. DPS had passive 25% more damage while tanks had passive 25% more deenses, for example as an approximate inexact number, applied to the base 100% damage and defense all classes got.
2) Taunt in this game is stupidly binary. That's why "anybody taunting in 15 seconds 3 times makes the boss go wild".
That's dumb amateur coding especially since they forced more common heavy attacking to restore resources so that you can actually use your skills more than a rotation or two every 30 seconds. It's "heavy attack or die".
3) Players have always used frost staff if they liked slowing/immobilizing the enemy or just the frost graphics. Your very first post proves some people use it for dps otherwise this thread wouldn't exist.
I, for one, like frost staff for that, but I don't use it for the same reason I don't use flame staff. I am not as good at making sure the heavy attack hits my intended target instead of the enemy right next to them, if it even fires when a simple knockback can interrupt it.
I manage to tank just fine using a restoration staff, which actually should have been what they added the taunt passive to since it buffs healing and heals on heavy attack completion from a passive which benefits a tank more than a dps oriented staff and passive do.
4) There are so few tanks because tanks kill stuff slowly and that doesn't feel good in solo or small group play. Tanks also run out of resources faster than dps builds because they sacrifice recovery of magicka/stamina for recovery of health. They also assume it relies on a healer in group play like other games, which it does for the most part. Tanking is boring and an already established role that is colored by previous game designs.
5) ESO tanking is worse than tanking in other games for the simple fact that every enemy can become taunt immune here in ESO while other games reserve that for special mechanics ONLY. Why should a boss be immune to all taunts if 3 taunts are used within 15 seconds? That means if you use a taunt with a 1 second cast time every second for 3 seconds then you have a wild rampaging boss for 12 seconds, 80% of the time. That means if you use a taunt and there are 2 frost staff users heavy attacking to restore resources in the group at the same time then essentially the boss will be wild for 14 seconds out of 15, 93% of the time. You can pretty much forget about taunting and replace the tank with a heal/dps hybrid then.
In fact, if the boss is taunt immune enough, or has random target abilities often, then why do we need a tank at all? They can't hold the boss attention and there are so many high damaging AoEs that it would be best to just let a boss run wild between far spread out dps, as they likely will anyway, and spread out the damage so that everybody can just bring shields and self-healing to more easily survive anyway.
My point was there are better options for making taunt work and whatever weapon they want viable for tanking if they would just get more creative and stop developing like assembly line robots.
You, @Maura_Neysa , should have paid more attention to the post your quoted and avoided a "knee-jerk" reflex action. I actually agree with you that frost staff heavy attack taunting doesn't work right, but it will never work right with the game as it is.
Why does a frost staff heavy attack taunt at all when 1hand and shield doesn't? It requires a skill choice and use for 1hand and shield. It seems they just wanted a quick fix that wouldn't involve adding another active skill to the destruction staff tree so that it wouldn't break the pattern of number of active skills and would fix the issue of magicka weapon builds needing to run dungeons for undaunted rank to unlock a taunt.
Stupid developer lazy fix of a big earlier mistake in design all because they were unwilling to rework the design enough to make it right.
Well this explains a lot. You simply have no knowledge base for tanking. At least in ESO
- I can taunt as many times in a row as I want, personally I choose every 10seconds because that fits with 2 other skills, and gives me a buffer for a stun or something delaying my taunt.
- Taunt immunity only EVER applies when two different people taunt 3 times in 15 seconds
Maura_Neysa wrote: »- Resto can’t hold a candle to Frost or 1H/S. 30% Block cost reduction and 20% Damage mitigation. % Damage Reduction I’ll be strong until you get to minuscule amounts of damage. There’s a reason why when the mechanic comes only the tanks make it. Even the Mag Sorcs with 20k health and 20k shields will die while the tank with 40k doesn’t.
- Sure you can get around the world without a tank. But you’re getting past the Warrior, Mage, Serpent, Rakat, shall I go on? Without a tank even on normal.
- Most mobs I don’t even need to bother to taunt to control, just CC them. 1 cost for 6 enmities instead of 1 for 1
Mystrius_Archaion wrote: »And yes, frost staff has been behaving weird lately.
I wish dps would never use it, but that's their choice. I would like to use it for dps myself if it didn't have other problems for me. It's really odd that the developers would make a 3 taunt per 15 second limit for aggro loss, when 2 or more are taunting or not, when we can't control other players. It is just guaranteed to happen far too often. Short-sighted design seems far too common here. They need a psychologist on the payroll to help design around player behavior.
VaranisArano wrote: »If it looks like you are losing aggro, keep in mind that nearly every boss has a mechanic that they'll turn away from the tank and fire at another party member. I call it bosses that have a short attention span. If you have taunt, the boss should fire off the ability and then turn right back to you.
Examples:
Swarm Mother in Spindleclutch I and Kwama Worker in Darkshade Caverns I will leap onto the party member who is furthest away, then come back to the tank.
High Kinlord Rilis, Nerien'eth, and plenty of others will fire a projectile at a random party member, then turn back to the tank.
Untauntable bosses, like Drodda of Direfost Keep, Grobull in Darkshade Caverns II, Planar Inhibitor (pinion has the aggro) will do their own thing.
Mystrius_Archaion wrote: »You talk about perspective? Ok. You are better.
But...
I'm not very well geared. I've mostly just been using crap drops and completely indecisive about which sets I want to use. I've even avoided veteran content entirely because of that. I haven't ever given it a try to see how I would do.
I have soloed Shada's Tear and all of the Skyreach dungeons and Rahni'za in Craglorn on my templar, before I ever played a nightblade. I was using Whitestrake's Retribution, with prismatic enchants and gold quality including nirnhoned hardening enchant staff, and Bahraha's Curse for the other set with max magicka enchants. I don't even have any monster helm set or maelstrom weapon yet.
Sure, this was after the changes to Craglorn to make the main story soloable, but I was pretty surprised and proud of what I did on a balanced hybrid build. I especially like the Aetherion fight where I managed to burn the core down before he could reform the first time, but that fight was just cool how it looked.
I'm still not well geared since I'm using the same stuff, but the nightblade easily does the same things my templar could, only much easier.
Maybe someday I'll be as good as you, but I don't think a frost staff or sword and shield tanking is going to make that happen. I have my own style that has served me well in many games over more than 20 years of gaming I have done and 15+ years of MMO gaming. It seems in every game that the best way to survive solo is to have some self healing on top of lots of defenses. The best defenses will only get you so far with caps and no way to heal baked into those defenses.
I wish you could have played City of Heroes and seen what even better players than me could do. It was normal to pull a whole instance(dungeon) of enemies into one big pile and solo smash them all to pieces at the same time with the biggest flashiest effects, never holding block because that didn't exist. The only way to survive was to out-heal the damage and burn the enemy down.
Oh, I almost forgot.
I learned to never rely on very short term buffs or consumables, like potions, in games. My solo Shada's Tear and all craglorn and solo Ash Titan runs were with one skill bar, no back bar, and no potions. I actually even forgot to use food, which my friend laughed at me for after Ash Titan.
I just don't have a very easy time controlling the game, even using a gamepad to be easier on my hands, so I have trouble switching bars in combat and using potions when needed. If I could, I would be a LOT better than I am, but I'm just happy being "good enough" at what I want to do with my current physical capabilities. I just can't use a keyboard well enough to play like I used to in City of Heroes where I was regularly soloing Giant Monsters(stronger than World Bosses here) and participating in the toughest endgame content.
And yes, frost staff has been behaving weird lately.
I wish dps would never use it, but that's their choice. I would like to use it for dps myself if it didn't have other problems for me. It's really odd that the developers would make a 3 taunt per 15 second limit for aggro loss, when 2 or more are taunting or not, when we can't control other players. It is just guaranteed to happen far too often. Short-sighted design seems far too common here. They need a psychologist on the payroll to help design around player behavior.
You are not keeping taunt active if that happens and they don't have passive. It's working fine here.
You are not keeping taunt active if that happens and they don't have passive. It's working fine here.
Apache_Kid wrote: »
Maura_Neysa wrote: »Mystrius_Archaion wrote: »You talk about perspective? Ok. You are better.
But...
I'm not very well geared. I've mostly just been using crap drops and completely indecisive about which sets I want to use. I've even avoided veteran content entirely because of that. I haven't ever given it a try to see how I would do.
I have soloed Shada's Tear and all of the Skyreach dungeons and Rahni'za in Craglorn on my templar, before I ever played a nightblade. I was using Whitestrake's Retribution, with prismatic enchants and gold quality including nirnhoned hardening enchant staff, and Bahraha's Curse for the other set with max magicka enchants. I don't even have any monster helm set or maelstrom weapon yet.
Sure, this was after the changes to Craglorn to make the main story soloable, but I was pretty surprised and proud of what I did on a balanced hybrid build. I especially like the Aetherion fight where I managed to burn the core down before he could reform the first time, but that fight was just cool how it looked.
I'm still not well geared since I'm using the same stuff, but the nightblade easily does the same things my templar could, only much easier.
Maybe someday I'll be as good as you, but I don't think a frost staff or sword and shield tanking is going to make that happen. I have my own style that has served me well in many games over more than 20 years of gaming I have done and 15+ years of MMO gaming. It seems in every game that the best way to survive solo is to have some self healing on top of lots of defenses. The best defenses will only get you so far with caps and no way to heal baked into those defenses.
I wish you could have played City of Heroes and seen what even better players than me could do. It was normal to pull a whole instance(dungeon) of enemies into one big pile and solo smash them all to pieces at the same time with the biggest flashiest effects, never holding block because that didn't exist. The only way to survive was to out-heal the damage and burn the enemy down.
Oh, I almost forgot.
I learned to never rely on very short term buffs or consumables, like potions, in games. My solo Shada's Tear and all craglorn and solo Ash Titan runs were with one skill bar, no back bar, and no potions. I actually even forgot to use food, which my friend laughed at me for after Ash Titan.
I just don't have a very easy time controlling the game, even using a gamepad to be easier on my hands, so I have trouble switching bars in combat and using potions when needed. If I could, I would be a LOT better than I am, but I'm just happy being "good enough" at what I want to do with my current physical capabilities. I just can't use a keyboard well enough to play like I used to in City of Heroes where I was regularly soloing Giant Monsters(stronger than World Bosses here) and participating in the toughest endgame content.
And yes, frost staff has been behaving weird lately.
I wish dps would never use it, but that's their choice. I would like to use it for dps myself if it didn't have other problems for me. It's really odd that the developers would make a 3 taunt per 15 second limit for aggro loss, when 2 or more are taunting or not, when we can't control other players. It is just guaranteed to happen far too often. Short-sighted design seems far too common here. They need a psychologist on the payroll to help design around player behavior.
I’m not talking about better, I’m talking about a whole mother level. The Warrior - HRC, the Amalgamation - Bloodroot for example both have Heavy Attacks that even with capped resistance, 40 CP in every red tree damage reduction, and blocking still it for 20k. The Warrior does it 4 times in a row, and there are up to three Amalgimation HA all at the same time. If you never do that content than there’s no need to gear for it, but that’s the content that I gear for and the kind you have to have a full tank for
VaranisArano wrote: »Mystrius_Archaion wrote: »And yes, frost staff has been behaving weird lately.
I wish dps would never use it, but that's their choice. I would like to use it for dps myself if it didn't have other problems for me. It's really odd that the developers would make a 3 taunt per 15 second limit for aggro loss, when 2 or more are taunting or not, when we can't control other players. It is just guaranteed to happen far too often. Short-sighted design seems far too common here. They need a psychologist on the payroll to help design around player behavior.
The taunt limit is basically to prevent groups from cheesing content by having two tanks taunt the boss between them so that it bugs out the boss mechanics by forcing the boss to switch aggro constantly.
Mystrius_Archaion wrote: »
So, instead they force the boss to bug out anyway by having it automatically switch aggro for special attacks and, if nobody takes a taunt, just have the "dps-threat" make the boss ping-pong between targets?
The frost staff just taunts automatically also, guaranteeing that boss ping-pong aggro because they have to heavy attack for resources at some point and it's a guaranteed overwrite of all previous taunts.
VaranisArano wrote: »Mystrius_Archaion wrote: »
So, instead they force the boss to bug out anyway by having it automatically switch aggro for special attacks and, if nobody takes a taunt, just have the "dps-threat" make the boss ping-pong between targets?
The frost staff just taunts automatically also, guaranteeing that boss ping-pong aggro because they have to heavy attack for resources at some point and it's a guaranteed overwrite of all previous taunts.
The boss switching aggro for mechanics is not a bug, its a feature. This means that boss fights aren't interesting for only the tank but that the DPS and Healers also have to pay attention and be light on their feet. And Yes, if no one does a taunt, the boss does ping-pong between targets, it is annoying AF, and my top reason I hate dealing with "fake tank" DPS who refuse to slot a taunt because "its just a normal dungeon." But that's another discussion...
Anyway. I understand that you are apparently having a problem with ice staff heavy attacks vs pierce armor. That's something distinct from the normal game mechanics. Honestly, I haven't seen that problem (I don't run with enough ice staff users?) and I find using Pierce Armor to be pretty reliable. As long as only one person is taunting, taunt is very reliable. If more than one person is taunting or no one is taunting, boss aggro gets very interesting (the most recent taunt applies, but more than one taunt from a different person in a short period of time grants a short period of taunt immunity) . Your problem seems to be that the ice staff heavy attack is being counted as a taunt incorrectly when the passive is not selected, which is a problem with the game recognizing when to apply a taunt, not a problem with taunts in general.
Edited for formatting fails.
Maura_Neysa wrote: »@VaranisArano Watch the video, it has nothing to do with which taunt. That rule is always the same. Whoever taunted last unless taunt immunity is trigger. No taunt is stronger than another.
My point is, the Frost staff taunt comes with the Tri Focus passive. No Passive , no taunt... 90% of the time. But occasionally, as seen in the video, it does taunt when it shouldn't. I've been running this build since Morrowind. On the few times, in trails with two tanks, that I've mistakenly ended up with agro, l thought I just fat fingered a button. I'm a tank, thats a lot of HA to fill up the time when my DoTs are down and the only enimey around is the boss, which the other tank has taunted
VaranisArano wrote: »Maura_Neysa wrote: »@VaranisArano Watch the video, it has nothing to do with which taunt. That rule is always the same. Whoever taunted last unless taunt immunity is trigger. No taunt is stronger than another.
My point is, the Frost staff taunt comes with the Tri Focus passive. No Passive , no taunt... 90% of the time. But occasionally, as seen in the video, it does taunt when it shouldn't. I've been running this build since Morrowind. On the few times, in trails with two tanks, that I've mistakenly ended up with agro, l thought I just fat fingered a button. I'm a tank, thats a lot of HA to fill up the time when my DoTs are down and the only enimey around is the boss, which the other tank has taunted
To re-quote myself:
"Anyway. I understand that you are apparently having a problem with ice staff heavy attacks vs pierce armor. That's something distinct from the normal game mechanics. Honestly, I haven't seen that problem (I don't run with enough ice staff users?) and I find using Pierce Armor to be pretty reliable. As long as only one person is taunting, taunt is very reliable. If more than one person is taunting or no one is taunting, boss aggro gets very interesting (the most recent taunt applies, but more than one taunt from a different person in a short period of time grants a short period of taunt immunity) . Your problem seems to be that the ice staff heavy attack is being counted as a taunt incorrectly when the passive is not selected, which is a problem with the game recognizing when to apply a taunt, not a problem with taunts in general."
I understand your problem. I disagree with your comments about the reliability of taunting in general. I agree that the ice staff heavy attack should only taunt when the passive is selected and that ZOS needs to fix it if it is taunting without the passives.
QuebraRegra wrote: »was it two years ago we said that should be a toggle to taunt? Hey, but screw the community, what do they know? They only play the game.