Maura_Neysa wrote: »Gandrhulf_Harbard wrote: »Maura_Neysa wrote: »
For the love of.... No No AOE aggro Tanking in this game is better than any other mmo I've played. AOE agro is for lazy, no talent tanking.
An AoE Aggro-Grab or DoT (akin to Consecrate)would also make Solo Tank Leveling more enjoyable, leading to more tanks at end-game.
An AoE DoT/Aggro skill for an initial aggro-grab, and to herd trash packs makes perfect sense in a game with the combat style of ESO. Given how many DPS skills have targeted effect zones, had the skills in the game evolved organically Tanks would already have an AoE aggro skill.
All The Best
Solo Tank leveling- change gear, thats it. Necro and War Maiden for me.
Initial aggro-grab- already here. I use Blockade of Frost, Templars-Ritual of Retrabution, NB-Sap Essence, DK- Volatile Armor. (or chains and talons)
If someone can't find a way to hold aggro without taunting, they're never going to wrap their mind around the Boss mechanics
Is there anything we can think of that could be a good request for the devs to add to the game? I was thinking that if your HP is higher than your other stats you get extra EXP.
Edit: I know this isn't the best idea, but it's an example of what type of discussion is expected in this thread.
DanteMR1995 wrote: »paulsimonps wrote: »Gandrhulf_Harbard wrote: »Simplest way to encourage Tanking would be a reliable, effective AOE Aggro-grabber.
That tanking in this game relies on a single target, short duration, low aggro attack shows that the DEVs have no real understanding of how an MMORPG is supposed to work.
Zenimax have long clung to the mantra of doing things differently just for the sake of being different, problem is "being different" is only ever successful if "being different" works at least as well as that which you are trying to be different from.
Zenimax's problem is that in a lot of cases "being different" in ESO simply doesn't work as well established alternatives.
Zenimax's saving grace is that when they do get "being different" right it is usually a stellar success.
All The Best
No sir, you have no understanding how tanking in this game works. Stop asking for AoE taunts, its not needed, its lazy tanking and thank god the devs agree. Its not just different for the sake of being different, its a unique style of tanking that many of the people playing tanks actually prefer, its far more engaging. As well, like code said, the reason you don't see a lot of tanks in PuGs is not cause there is a lack of tanks, there is a lack of tanks willing to subject themselves to the very real possibility of bad DPS pugs that they can't carry.
HAVE YOU TRIED TANKING FOR VET BLOODROOT FORGE? Alright, then you don't understand the trouble of being a tank in new dungeons. Seriously, it's not being lazy, it's out of necessity. Having to plug volcano holes, micromanage mobs with single target taunt, WHILE A BOSS IS BLOCKING VIEW, seeing through all the bright colors flying across the map, and remembering to run off to the side during the boss explosion so you're not 1 short, in addition to managing resources... Seriously tanks need quality of life improvements, only the most skilled players can successfully tank in newer/more updated vet dungeons. Look at dungeon queues, always in need of a tank because they're not easy to play both in leveling and in dungeons. Really tired of this argument.
Is there anything we can think of that could be a good request for the devs to add to the game? I was thinking that if your HP is higher than your other stats you get extra EXP.
Edit: I know this isn't the best idea, but it's an example of what type of discussion is expected in this thread.
Doctordarkspawn wrote: »paulsimonps wrote: »I feel that - how to say, 'normal'? - tanking is far too passive. It's taunt this (and don't need to use taunt for another 14 sec), block that or hold block, face boss this way, keep up this and that buff. The most fun I have in the role is when I put a DPS setup in heavy armor and try to do everything at once.
When that happens, I'm alive when the rest of my group is dead NOT because I had my block button taped down or because I have so much health I can't possibly die unless I have a screw up of monstrous proportions, but because I managed blocking, healing, dodging, and mitigation buffs well enough that I came out ahead, even in a DLC dungeon while running 23k health - I can even contribute meaningful DPS.
I played tanks for years before I DPS'ed, and I enjoyed DPSing so much more because it felt extremely active. If I sat there and did nothing, or merely pressed a button every so often at a lazy pace, I got trash results. When I did my best to be quick at my rotation, refresh everything at the right time while keeping up everything else, etc, it was fun and I felt like I was actually doing something.
Tanking is easy. It's always been having to deal with not only being expected to lead the group, but being expected to be bored for x length of time depending on how competent/incompetent they were, or having to deal with the bad attitude of another group member because for whatever reason I can't carry them - dude, I'm sorry, the way numbers in this game work mean I can't carry you. It just doesn't work. <---That is what has driven me away from tanking at times. The weird and (to me) seemingly nonsensical expectations of my group combined with how passive my role is. I wouldn't mind taking an extra 5-10min to kill a boss if my own role wasn't so boring.
A while ago - maybe this is still the case, I haven't kept terribly up to date - it was expected that tanks wear the Ebon armor set that gives health to your group. Just...a flat health bonus. That requires no effort on your part. That's godawful boring.
Meanwhile, healers get Spellpower Cure, which requires at least some action on their part to give/get the benefit of the 5 piece. I feel this serves as a good example.
If you want a more active set to run you can run Torug's and Alkosh. Try getting really really high up time on those 2 at the same time, not the easiest thing in the world and trust me you got to be active then. Tanking is as passive as you make it, I don't think its passive at all, but that is cause I don't make it passive, I do everything that I can do while I tank. That always gives me something to do, same thing goes for healers, something people have already said is as passive as you want to make it, I claim the same thing for tanks.
"Tanking is as passive as you make it?" No it isn't. It's designed around blocking, sitting there, and managing resources and buffs, all while holding left click.
I want to actually have something to do. I want Blood Death Knight from WoW. I wanted something like that, I dont want to be falling asleep, and that's all current tanking is.
Just because you've found a way to make the system bearable does not mean the system isn't itself passive. Sorry.
Edit: Also. Alkosh is a *** trial set for one of the hardest raids around. You'd have to run it a hell of alot to get it, even with transmutation. Not exactly accessable for those who want to get into tanking.
Doctordarkspawn wrote: »paulsimonps wrote: »I feel that - how to say, 'normal'? - tanking is far too passive. It's taunt this (and don't need to use taunt for another 14 sec), block that or hold block, face boss this way, keep up this and that buff. The most fun I have in the role is when I put a DPS setup in heavy armor and try to do everything at once.
When that happens, I'm alive when the rest of my group is dead NOT because I had my block button taped down or because I have so much health I can't possibly die unless I have a screw up of monstrous proportions, but because I managed blocking, healing, dodging, and mitigation buffs well enough that I came out ahead, even in a DLC dungeon while running 23k health - I can even contribute meaningful DPS.
I played tanks for years before I DPS'ed, and I enjoyed DPSing so much more because it felt extremely active. If I sat there and did nothing, or merely pressed a button every so often at a lazy pace, I got trash results. When I did my best to be quick at my rotation, refresh everything at the right time while keeping up everything else, etc, it was fun and I felt like I was actually doing something.
Tanking is easy. It's always been having to deal with not only being expected to lead the group, but being expected to be bored for x length of time depending on how competent/incompetent they were, or having to deal with the bad attitude of another group member because for whatever reason I can't carry them - dude, I'm sorry, the way numbers in this game work mean I can't carry you. It just doesn't work. <---That is what has driven me away from tanking at times. The weird and (to me) seemingly nonsensical expectations of my group combined with how passive my role is. I wouldn't mind taking an extra 5-10min to kill a boss if my own role wasn't so boring.
A while ago - maybe this is still the case, I haven't kept terribly up to date - it was expected that tanks wear the Ebon armor set that gives health to your group. Just...a flat health bonus. That requires no effort on your part. That's godawful boring.
Meanwhile, healers get Spellpower Cure, which requires at least some action on their part to give/get the benefit of the 5 piece. I feel this serves as a good example.
If you want a more active set to run you can run Torug's and Alkosh. Try getting really really high up time on those 2 at the same time, not the easiest thing in the world and trust me you got to be active then. Tanking is as passive as you make it, I don't think its passive at all, but that is cause I don't make it passive, I do everything that I can do while I tank. That always gives me something to do, same thing goes for healers, something people have already said is as passive as you want to make it, I claim the same thing for tanks.
"Tanking is as passive as you make it?" No it isn't. It's designed around blocking, sitting there, and managing resources and buffs, all while holding left click.
I want to actually have something to do. I want Blood Death Knight from WoW. I wanted something like that, I dont want to be falling asleep, and that's all current tanking is.
Just because you've found a way to make the system bearable does not mean the system isn't itself passive. Sorry.
Edit: Also. Alkosh is a *** trial set for one of the hardest raids around. You'd have to run it a hell of alot to get it, even with transmutation. Not exactly accessable for those who want to get into tanking.
I NEVER permablock on any of my tanks, its a waste of time. Sure, there are times you need to block for extended periods of time, but I would rather let my shields and resistances absorb lesser damage while I heavy attack with ice staff or S&B(depending on which resource I need to restore) so I can cast more utility spells for the rest of the group. Tanking is only passive for lazy perma-blockers.
If by passive you mean you arent doing damage, then that much is true...but me using chains to pull in a stray ad is active, in between blocking only the things that need to be blocked, casting shields for the group, heavy attacking, buffing, debuffing, taunting, I am always actively doing something. Now its true I dont have a rotation to follow for most fights, but because the situation is always changing from a tanking perspective, a rotation is impossible, which arguably makes it MORE active than the same rotation over and over when DPSing.
Is there anything we can think of that could be a good request for the devs to add to the game? I was thinking that if your HP is higher than your other stats you get extra EXP.
Edit: I know this isn't the best idea, but it's an example of what type of discussion is expected in this thread.
VaranisArano wrote: »Maura_Neysa wrote: »Gandrhulf_Harbard wrote: »Maura_Neysa wrote: »
For the love of.... No No AOE aggro Tanking in this game is better than any other mmo I've played. AOE agro is for lazy, no talent tanking.
An AoE Aggro-Grab or DoT (akin to Consecrate)would also make Solo Tank Leveling more enjoyable, leading to more tanks at end-game.
An AoE DoT/Aggro skill for an initial aggro-grab, and to herd trash packs makes perfect sense in a game with the combat style of ESO. Given how many DPS skills have targeted effect zones, had the skills in the game evolved organically Tanks would already have an AoE aggro skill.
All The Best
Solo Tank leveling- change gear, thats it. Necro and War Maiden for me.
Initial aggro-grab- already here. I use Blockade of Frost, Templars-Ritual of Retrabution, NB-Sap Essence, DK- Volatile Armor. (or chains and talons)
If someone can't find a way to hold aggro without taunting, they're never going to wrap their mind around the Boss mechanics
To be entirely fair, the usual tanking technique of grabbing aggro on a trash mob by throwing an AoE on them only works if your healer and DPS don't decide that they need to be the first ones to hit every mob in the dungeon.
When a group is patient enough to let the tank pull and do crowd control, it works great. When group isn't patient, the tank is just mopping up the trash mob like everyone else and the group has no idea that they're actually making it harder on themselves.
Spacemonkey wrote: »Maura_Neysa wrote: »Gandrhulf_Harbard wrote: »Maura_Neysa wrote: »
For the love of.... No No AOE aggro Tanking in this game is better than any other mmo I've played. AOE agro is for lazy, no talent tanking.
An AoE Aggro-Grab or DoT (akin to Consecrate)would also make Solo Tank Leveling more enjoyable, leading to more tanks at end-game.
An AoE DoT/Aggro skill for an initial aggro-grab, and to herd trash packs makes perfect sense in a game with the combat style of ESO. Given how many DPS skills have targeted effect zones, had the skills in the game evolved organically Tanks would already have an AoE aggro skill.
All The Best
Solo Tank leveling- change gear, thats it. Necro and War Maiden for me.
Initial aggro-grab- already here. I use Blockade of Frost, Templars-Ritual of Retrabution, NB-Sap Essence, DK- Volatile Armor. (or chains and talons)
If someone can't find a way to hold aggro without taunting, they're never going to wrap their mind around the Boss mechanics
That also doesnt really work on bosses that spawn mobs as usually AoEs are already all over the place. I use ritual of Retribution for exactly this, but as others said. If DPS went in first, or if AoEs from em are on the groun when they spawn, you are going to need taunt.
Bloodroot Forge is a perfect example of how the single target taunting gets crazy. You need to keep aggro on bosses (obviously) + any bears that spawn cz they one hit people, add in dodging poison flowers and getting out of root (otherwise you cant span view to double check for the bears etc...) and already its a heck of an active fight for any tank, but then add the DPSes dying to the wolves...... you can't aggro everything, you just can't. Sure the DPS could maybe be better. Or maybe we could have a multi-target taunt, aka AoE. Now I understand the downside - but there are definitely situations where YES an AoE taunt would be hella nice.
paulsimonps wrote: »So speaking of making things more active, could people give some concrete examples of things they would like changed to make Tanking more active. What needs to be added, removed or changed to make tanking a more active role? Do keep in mind the limitations of an tab-target game before you think of things though, ESO is not Vindictus or Tera. ESO have some action combat elements but at its core is a tab-target game much like WoW, but closer to GW2. I would love to hear what people thing needs for it to be more enjoyable.
paulsimonps wrote: »So speaking of making things more active, could people give some concrete examples of things they would like changed to make Tanking more active. What needs to be added, removed or changed to make tanking a more active role? Do keep in mind the limitations of an tab-target game before you think of things though, ESO is not Vindictus or Tera. ESO have some action combat elements but at its core is a tab-target game much like WoW, but closer to GW2. I would love to hear what people thing needs for it to be more enjoyable.
Spacemonkey wrote: »paulsimonps wrote: »So speaking of making things more active, could people give some concrete examples of things they would like changed to make Tanking more active. What needs to be added, removed or changed to make tanking a more active role? Do keep in mind the limitations of an tab-target game before you think of things though, ESO is not Vindictus or Tera. ESO have some action combat elements but at its core is a tab-target game much like WoW, but closer to GW2. I would love to hear what people thing needs for it to be more enjoyable.
Well its been mentioned i think, but it could be interesting to see new tools for tanks. Some kind of a trinity in skill lines. The same way MG / FG is magical/physical (magicka/stam), they could set up or revamp a Healer/Tanking/DPSing tree. Or a simple skill line with triple morphs, one for tanking, one for healing, one for dpsing. (undaunted with a 3rd morph to specialize each skill into one of the 3 roles?)
Any new tanking ability would be attractive for the role, this is true for the other 2 roles also but if tanking is the one suffreing the most, the boost will be the msot important for tanking.
Another point, weapons. The game has 1 weapon for healers, 2 weapons for tanks. (And I've honestly never liked ice staff...). Every other weapon is for dps. Perhaps new weapon lines or weapon revamps to bring more tools to healers and tanks would do the trick also. (That fabled rune&sceptre weapon line could be healing/tanking focused).
None of this is saying you need those weapons or skill lines to tank; But the more you have choices of viable builds and etc... the better the role will fare.
paulsimonps wrote: »Spacemonkey wrote: »paulsimonps wrote: »So speaking of making things more active, could people give some concrete examples of things they would like changed to make Tanking more active. What needs to be added, removed or changed to make tanking a more active role? Do keep in mind the limitations of an tab-target game before you think of things though, ESO is not Vindictus or Tera. ESO have some action combat elements but at its core is a tab-target game much like WoW, but closer to GW2. I would love to hear what people thing needs for it to be more enjoyable.
Well its been mentioned i think, but it could be interesting to see new tools for tanks. Some kind of a trinity in skill lines. The same way MG / FG is magical/physical (magicka/stam), they could set up or revamp a Healer/Tanking/DPSing tree. Or a simple skill line with triple morphs, one for tanking, one for healing, one for dpsing. (undaunted with a 3rd morph to specialize each skill into one of the 3 roles?)
Any new tanking ability would be attractive for the role, this is true for the other 2 roles also but if tanking is the one suffreing the most, the boost will be the msot important for tanking.
Another point, weapons. The game has 1 weapon for healers, 2 weapons for tanks. (And I've honestly never liked ice staff...). Every other weapon is for dps. Perhaps new weapon lines or weapon revamps to bring more tools to healers and tanks would do the trick also. (That fabled rune&sceptre weapon line could be healing/tanking focused).
None of this is saying you need those weapons or skill lines to tank; But the more you have choices of viable builds and etc... the better the role will fare.
New weapons and skills would make for more variety in tanking, but how would that help in making it less of a "passive" role and more active like people have been complaining about? What is needed to make it more active. As well though, tanking is the role with most options when it comes to what you can wear, there are so many different builds and many that viable for end game in their own way, and in 4 man even more so, tons of options. Now sure, not a lot of options in terms of what type of weapons you have, and while we do have one more now as tanks I agree its really meh. But yea, I don't think skills and gear variations have any effect on how active the role is in this regard.
Caligamy_ESO wrote: »Give bonus transmutation geode or something similar to tanks and healers that queue through Group Finder. FFXIV did this very same thing to encourage tanks to queue in their duty finder, and it worked pretty well.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
Wow, paranoid nutter? Ok, if it's not the same guy then you two have a lot in common. Yes, dps is SO HARD and yet why does everyone play it to where que times are so much longer? Hmm..might wanna think before you speak next time genius.Doctordarkspawn wrote: »...because this is the conclusion logical people come to.
I've been here far before that guy. But no, it's not possible two people entirely seperate from each other came to a conclusion, no, that's impossible. Paranoid nutter.
paulsimonps wrote: »Spacemonkey wrote: »paulsimonps wrote: »So speaking of making things more active, could people give some concrete examples of things they would like changed to make Tanking more active. What needs to be added, removed or changed to make tanking a more active role? Do keep in mind the limitations of an tab-target game before you think of things though, ESO is not Vindictus or Tera. ESO have some action combat elements but at its core is a tab-target game much like WoW, but closer to GW2. I would love to hear what people thing needs for it to be more enjoyable.
Well its been mentioned i think, but it could be interesting to see new tools for tanks. Some kind of a trinity in skill lines. The same way MG / FG is magical/physical (magicka/stam), they could set up or revamp a Healer/Tanking/DPSing tree. Or a simple skill line with triple morphs, one for tanking, one for healing, one for dpsing. (undaunted with a 3rd morph to specialize each skill into one of the 3 roles?)
Any new tanking ability would be attractive for the role, this is true for the other 2 roles also but if tanking is the one suffreing the most, the boost will be the msot important for tanking.
Another point, weapons. The game has 1 weapon for healers, 2 weapons for tanks. (And I've honestly never liked ice staff...). Every other weapon is for dps. Perhaps new weapon lines or weapon revamps to bring more tools to healers and tanks would do the trick also. (That fabled rune&sceptre weapon line could be healing/tanking focused).
None of this is saying you need those weapons or skill lines to tank; But the more you have choices of viable builds and etc... the better the role will fare.
New weapons and skills would make for more variety in tanking, but how would that help in making it less of a "passive" role and more active like people have been complaining about? What is needed to make it more active. As well though, tanking is the role with most options when it comes to what you can wear, there are so many different builds and many that viable for end game in their own way, and in 4 man even more so, tons of options. Now sure, not a lot of options in terms of what type of weapons you have, and while we do have one more now as tanks I agree its really meh. But yea, I don't think skills and gear variations have any effect on how active the role is in this regard.
gr4yrang3r87 wrote: »Wow, paranoid nutter? Ok, if it's not the same guy then you two have a lot in common. Yes, dps is SO HARD and yet why does everyone play it to where que times are so much longer? Hmm..might wanna think before you speak next time genius.Doctordarkspawn wrote: »...because this is the conclusion logical people come to.
I've been here far before that guy. But no, it's not possible two people entirely seperate from each other came to a conclusion, no, that's impossible. Paranoid nutter.
gr4yrang3r87 wrote: »Wow, paranoid nutter? Ok, if it's not the same guy then you two have a lot in common. Yes, dps is SO HARD and yet why does everyone play it to where que times are so much longer? Hmm..might wanna think before you speak next time genius.Doctordarkspawn wrote: »...because this is the conclusion logical people come to.
I've been here far before that guy. But no, it's not possible two people entirely seperate from each other came to a conclusion, no, that's impossible. Paranoid nutter.
-snip-
I've been a tank in every other MMO I've played but here it attempts to put me to sleep with how mind-numbingly simple they made aggro mechanics and defenses. At least playing a DPS feels like you're playing a game.
Maura_Neysa wrote: »As to how to encourage tanking, I honestly don't have an answer. My opinion is that the lack of tanks is due to the difficulty of the role. Dumming down the role seems like the only answer, and it you do that, you're going to turn a lot of the current, good tanks off to tanking.
-snip-
Maura_Neysa wrote: »As to how to encourage tanking, I honestly don't have an answer. My opinion is that the lack of tanks is due to the difficulty of the role. Dumming down the role seems like the only answer, and it you do that, you're going to turn a lot of the current, good tanks off to tanking.
Tanks need to know;
- every boss mechanic, stop everyone they can, and warn everyone when the unstoppable ones are coming
- know every high priority mob. Find them, control them before they wreck someones day.
- We are watching everything, our own damage/ health, the bosses mechanics (interrupts, cleaves, taunt) every mob trying to gather them up and keep them off any one else, which all means we have to watch everything everyone else is doing, because there's always that Stam DPS who thinks right next to me is a good place to be.
Dude, between you 3 $%& buddies, I don't know how many bags of popcorn but, this is some great &%$@ right here, continue.. continue.I've been a tank in every other MMO I've played but here it attempts to put me to sleep with how mind-numbingly simple they made aggro mechanics and defenses. At least playing a DPS feels like you're playing a game.
Maura_Neysa wrote: »As to how to encourage tanking, I honestly don't have an answer. My opinion is that the lack of tanks is due to the difficulty of the role. Dumming down the role seems like the only answer, and it you do that, you're going to turn a lot of the current, good tanks off to tanking.
Tanks need to know;
- every boss mechanic, stop everyone they can, and warn everyone when the unstoppable ones are coming
- know every high priority mob. Find them, control them before they wreck someones day.
- We are watching everything, our own damage/ health, the bosses mechanics (interrupts, cleaves, taunt) every mob trying to gather them up and keep them off any one else, which all means we have to watch everything everyone else is doing, because there's always that Stam DPS who thinks right next to me is a good place to be.