Narvuntien wrote: »There is one BIG thing I noticed that i think significantly contributes to people feeling like they need to perma block. I can't see the one shots because there is sooo much visual clutter on screen, many bosses make all these flames and there is lightning sparking everywhere so It can be really difficult to focus on the animations the boss is doing.
You get red circles for all damage without any way to tell if its a CC damage, a one shot you have to block or a little tickle of an AoE. So you just see all these red circles and you just don't get any idea which ones are lethal.
BejaProphet wrote: »
4. The fight has truly been designed to be so difficult that even though we have built our characters well, and our group is doing their job, the only feasible way to survive is to perma block.
I am arguing that the instances of number 4 in the game could be counted on one hand. Every other time a tank is perma blocking it is only NEEDED because either we or our group aren't functioning optimally.
SquareSausage wrote: »Giving a fully specced tank high dps potential imbalances PvP into the bargain.
SquareSausage wrote: »Here's an idea, if people want to faceroll dungeons with 4 dps, then play your dps char, if you dont have one, then level one. Its not tanks job to be banging out 'top deeps'. The tank comes into being in trials, vet dungeons and PvP.
SquareSausage wrote: »The rule of thumb for levelling a tank if you want to do it fast is level as a dps and slot s&b skills on your bars as you level. This is the same for every character choice, healers and DPS.
Playing a Tank is a conscious choice. Having your cake and eating it is not an option.
ZoS have specifically said numerous times that they want PvP and PvE skills and sets to play the same so coding differently is probably not an option.I_B_Squishy wrote: »
Not if you code a damage hit for taunt in PVP, actually coding differently for PVP and PVE, which was what I suggested. Boost the sword and board line for PVE. Boost taunt damage. There tons of higher damage options for heavy armor wearers in PVP that are already being used, and remember, a *fully* specced tank is going to have low weapon damage.
I_B_Squishy wrote: »I have 9 characters, 2 tanks and 5 DD's, and 2 DD/healer hybrids. I play all classes. I faceroll dungeons with 4 DD's daily. I also do Battlegrounds and Cyrodil to a minimum of 2 million AP a month. I also main tank vet trials. What you are stating about a "tanks job" is programming and easily altered, especially in this game where someone can go from DD to tank to healer in less that 15 minutes by respeccing and using an add on. All i'm suggesting is making tanking more enjoyable by boosting taunt damage so the tank can solo.
Oh it's definitely an option and not only an option but a part of every class; a top spec healer can turn into a 50k+ DPS damage dealer with a couple clicks.
SquareSausage wrote: »I_B_Squishy wrote: »
All of this i don't get, tanking sets and skills aren't for solo damage
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
BejaProphet wrote: »
4. The fight has truly been designed to be so difficult that even though we have built our characters well, and our group is doing their job, the only feasible way to survive is to perma block.
I am arguing that the instances of number 4 in the game could be counted on one hand. Every other time a tank is perma blocking it is only NEEDED because either we or our group aren't functioning optimally.
Whilst these instances exist AT ALL it excludes any class that can't perma block. A non-DK/warden won't look good if they rock up and say 'oh, sure, I can tank just not tonights vAA run...'
These instances need removing or perma-block needs being viable for all. And whilst playing argonian may be an answer, it is not a class fix.
How did the tank learnt to play his role at all if he's not "needed" until vets?
In this game tanking is very different as well so being a pro tank elsewhere gives little help and the difference between 2 tanks is often how they know the stage/boss.
Many dungeon bosses has short-channeled attacks which ignores taunts and u can interrupt it but have less than a sec.
If you only played as DPS you can't probably tell when the boss is about to do it hence you can't bash in time hence most DDs are oneshotted.
In BH there's this boss "First Mate Wavecutter" which is very weak but has this one mechanic
Shadow Volley that deals severe magic damage to all players
This actually can oneshot (1 person always tends to die in pugs) but can also be bashed/interrupted even if it's hard.
How do you learn to face bosses/mobs?
I_B_Squishy wrote: »
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
SquareSausage wrote: »How did the tank learnt to play his role at all if he's not "needed" until vets?
In this game tanking is very different as well so being a pro tank elsewhere gives little help and the difference between 2 tanks is often how they know the stage/boss.
Many dungeon bosses has short-channeled attacks which ignores taunts and u can interrupt it but have less than a sec.
If you only played as DPS you can't probably tell when the boss is about to do it hence you can't bash in time hence most DDs are oneshotted.
In BH there's this boss "First Mate Wavecutter" which is very weak but has this one mechanic
Shadow Volley that deals severe magic damage to all players
This actually can oneshot (1 person always tends to die in pugs) but can also be bashed/interrupted even if it's hard.
How do you learn to face bosses/mobs?
I agree, being a good tank is knowing when to follow mechanics, when things are about to happen, often the tank will be raid leader.
The levelling as a DPS is for people who want to level fast and outside of group content.
For new tanks i would suggest queing as a tank in your tank gear and playing the content out as a tank. You can queue as a tank for random dungeons in no time and that gives you good experience.
But when you are grinding you put on some dps set with training trait and use dps skills in overland with an exp scroll/pot to get up faster.
i do this when levelling a healer or tank, its fast effective and you learn as you go.I_B_Squishy wrote: »
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
No, because if you look at 'tank' skills ie s&b they are neither AOE or high burst, thats why, and not because someone told me.
Heavy armour builds are not Tanks, they may be tanky, but there is a difference.
Same with healers, if they swap bars and kill you then they are not full healers but hybrids.
You are basically saying what I'm saying, if you want to do damage on a 'tank' or 'healer' have a back bar with damage skills combined with atleast one set.
A trails healer build or trials tank build will kill nobody or any creature very fast.
this is going in circles, you are arguing against me with exactly what I already said
SquareSausage wrote: »How did the tank learnt to play his role at all if he's not "needed" until vets?
In this game tanking is very different as well so being a pro tank elsewhere gives little help and the difference between 2 tanks is often how they know the stage/boss.
Many dungeon bosses has short-channeled attacks which ignores taunts and u can interrupt it but have less than a sec.
If you only played as DPS you can't probably tell when the boss is about to do it hence you can't bash in time hence most DDs are oneshotted.
In BH there's this boss "First Mate Wavecutter" which is very weak but has this one mechanic
Shadow Volley that deals severe magic damage to all players
This actually can oneshot (1 person always tends to die in pugs) but can also be bashed/interrupted even if it's hard.
How do you learn to face bosses/mobs?
I agree, being a good tank is knowing when to follow mechanics, when things are about to happen, often the tank will be raid leader.
The levelling as a DPS is for people who want to level fast and outside of group content.
For new tanks i would suggest queing as a tank in your tank gear and playing the content out as a tank. You can queue as a tank for random dungeons in no time and that gives you good experience.
But when you are grinding you put on some dps set with training trait and use dps skills in overland with an exp scroll/pot to get up faster.
i do this when levelling a healer or tank, its fast effective and you learn as you go.I_B_Squishy wrote: »
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
No, because if you look at 'tank' skills ie s&b they are neither AOE or high burst, thats why, and not because someone told me.
Heavy armour builds are not Tanks, they may be tanky, but there is a difference.
Same with healers, if they swap bars and kill you then they are not full healers but hybrids.
You are basically saying what I'm saying, if you want to do damage on a 'tank' or 'healer' have a back bar with damage skills combined with atleast one set.
A trails healer build or trials tank build will kill nobody or any creature very fast.
this is going in circles, you are arguing against me with exactly what I already said
Yeah, right, queue for group content instead of questing and miss out on a large number of skill points that you need more than any DD, because you HAVE to be specced for 2 roles unlike a DD. And who needs to do all content in the game with their favorite char anyways, right?
There is no way around giving tanks more damage in PvE if you want to make tanks more fun to play anywhere outside of vet trials. Getting it from 2k dps to 10k will make a world of difference for questing while still not making anything about them OP since they would still be literally bottom of the barrel in regards to dps.
In PvP nobody uses 1hs skills right now to do damage, this would just bring PvE tanks up to the level of current PvP tanks. Making more content accessible to more people is a positive not a negative in my eyes.
SquareSausage wrote: »[
ZoS have specifically said numerous times that they want PvP and PvE skills and sets to play the same so coding differently is probably not an option.
SquareSausage wrote: »I_B_Squishy wrote: »
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
No, because if you look at 'tank' skills ie s&b they are neither AOE or high burst, thats why, and not because someone told me.
SquareSausage wrote: »SquareSausage wrote: »How did the tank learnt to play his role at all if he's not "needed" until vets?
In this game tanking is very different as well so being a pro tank elsewhere gives little help and the difference between 2 tanks is often how they know the stage/boss.
Many dungeon bosses has short-channeled attacks which ignores taunts and u can interrupt it but have less than a sec.
If you only played as DPS you can't probably tell when the boss is about to do it hence you can't bash in time hence most DDs are oneshotted.
In BH there's this boss "First Mate Wavecutter" which is very weak but has this one mechanic
Shadow Volley that deals severe magic damage to all players
This actually can oneshot (1 person always tends to die in pugs) but can also be bashed/interrupted even if it's hard.
How do you learn to face bosses/mobs?
I agree, being a good tank is knowing when to follow mechanics, when things are about to happen, often the tank will be raid leader.
The levelling as a DPS is for people who want to level fast and outside of group content.
For new tanks i would suggest queing as a tank in your tank gear and playing the content out as a tank. You can queue as a tank for random dungeons in no time and that gives you good experience.
But when you are grinding you put on some dps set with training trait and use dps skills in overland with an exp scroll/pot to get up faster.
i do this when levelling a healer or tank, its fast effective and you learn as you go.I_B_Squishy wrote: »
Why not?
Because someone told you so and you're locked into it.
Heavy armor builds aren't supposed to be able to kill in PVP, yet they are already. Healers shouldn't be able to swap bars and kill people, yet they do. Nightblades, dragon knights, and even sorcs shouldn't be able to heal, yet they do.
This game is about versatility, don't stop at tanks, it makes no sense.
No, because if you look at 'tank' skills ie s&b they are neither AOE or high burst, thats why, and not because someone told me.
Heavy armour builds are not Tanks, they may be tanky, but there is a difference.
Same with healers, if they swap bars and kill you then they are not full healers but hybrids.
You are basically saying what I'm saying, if you want to do damage on a 'tank' or 'healer' have a back bar with damage skills combined with atleast one set.
A trails healer build or trials tank build will kill nobody or any creature very fast.
this is going in circles, you are arguing against me with exactly what I already said
Yeah, right, queue for group content instead of questing and miss out on a large number of skill points that you need more than any DD, because you HAVE to be specced for 2 roles unlike a DD. And who needs to do all content in the game with their favorite char anyways, right?
There is no way around giving tanks more damage in PvE if you want to make tanks more fun to play anywhere outside of vet trials. Getting it from 2k dps to 10k will make a world of difference for questing while still not making anything about them OP since they would still be literally bottom of the barrel in regards to dps.
In PvP nobody uses 1hs skills right now to do damage, this would just bring PvE tanks up to the level of current PvP tanks. Making more content accessible to more people is a positive not a negative in my eyes.
Questing is a terrible way to farm skill points, 1 skill point per dungeon, complete all public dungeons farm a some skyshards, once you have them they don't disapear, just a little work.
Getting 10k dps on tank is easy if thats what you want, slot caltrops, bow on back bar with volley, poison injection, no problem, its a matter of set up rather than reworking s&b skills. There you go instant 'fun'.
the idea of boosting puncture or low slash to give tanks more damage is silly and would wreck pvp, both are instant single target spammables, and with the passives from s&b would make that skill line OP.
xI_The_Owl_Ix wrote: »Can we please start differentiating between Tanks and Dragonknights?
Just because they are the meta doesnt mean the tanking playstyle has to be adjusted on their behalf.
Lets look at the Dragonknight skills that "help (actually define)" tanking:
Active Skills:-Unrelenting Grip: Magicka based chain that gives magicka back if it fails, soft aggros, deals fire damage (has a chance to set target on fire) and gives you major expedition
-Hardened Armor: Magicka based Major Resolve and Major Ward, gives a shield equal to 17% of your health for ~3sec, returns magic damage to melee attackers
-Choking Talons: Magicka based AoE root/immobalisation, deals magic damage, AoE minor maim for 7secs, synergy that deals more magic damage
-Green Dragon Blood: Magicka based instant heal (37% of your missing health), gives major fortitude, major endurance and minor vitality
-Deep Breath: Magicka based AoE interrupt, that deals magic damage and heals you for 115% of it, deals extra damage after ~3 secs
-Magma Shell (Ulti): Limits incoming damage to 3% of your max health while dealing flame damage every sec for 11secs, allies around you gain a damage shield for 116% of their health for 9secs
-Igneous Weapons: Support: Magicka based wep/spell damage buff, that gives major sorcery and major brutality to allies around you for 30 secs
-Igneous Shield: Magicka based shield, that gives your allies a damage shield and yourself 200% more of the shield, you also gain major mending for 3 secs
Passives:-Warmth: Damaging enemies with Ardent Flame abilities (Chains) also reduces their movement speed by 30% for 4 seconds.
-Combustion: When you apply Burning (Chains) to an enemy, you restore 500 Magicka.
-Iron Skin: Block an additional 10% damage
-Burning Heart: Increases healing received by 12% while a Draconic ability is active. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Elder Dragon: Increases Health Recovery by 5% for each Draconic Power ability slotted. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Scaled Armor: Increases Spell Resistance by 3300
-Battle Roar: When you cast an Ultimate ability, you restore 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.
-Mountain's Blessing: When you cast an Earthen Heart ability (Igneous Weapons/Shield), you and your group members within 30 meters gain Minor Brutality for 20 seconds, increasing your Weapon Damage 5%+ If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
-Helping Hands: When you cast an Earthen Heart Ability (Igneous Weapons/Shield), you restore 990 Stamina
Since I main a Nightblade Tank, lets compare it to it:
Active Skills:-Mirage: Magicka based major evasion, minor resolve and minor ward
-Bolstering Darkness (Ulti): 5m radius of major protection to you and your allies, allies can also activate a synergy to heal themselves over and gain 70% moving speed, enemies in the radius get slowed down for 70%
-Dark Cloak: Magicka based heal over time that heals you for 32% of your max health over ~4 seconds, also applies minor protection for ~3 secs
-Refreshing Path: Magicka based heal/damage over time, you also gain major expedition while standing in it
-Manifestation of Terror: Magicka based AoE CC that spreads the ads around sending them running in "fear"for 4secs, takes 2 seconds to arm, leaves 2 runes behind (each rune fears up to 6 ads), reduces movement speed for 50% when the effect ends
Note: This Skill is not viable at all, it spreads the mob around instead of rooting them also making them CC immune.
-Dark Shade: Magicka based AoE/single target minor maim that summons a shade that applies minor main to a single target and "occasionally" an AoE minor main, deals also magic damag
-Leeching Strikes: Stamina based stamina managament, that gives you 100 stamina and 1,5k health every light attack for 20 secs, when the effect ends you get 4k stamina back.
Note: This Skill is also not really viable since it costs around 900 Stamina and forces the tank to light attack to gain Stamina back, also the 20 sec duration is too long and 4k Stam return is barely anything.
Passives:-Refreshing Shadows: Increases Health, Stamina, and Magicka Recovery by 15%.
-Shadow Barrier: Casting a Shadow ability (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade) grants you Major Resolve and Major Ward for 6 seconds, increasing Physical and Spell Resistance by 5280. This duration is increased by 25% for each piece of Heavy Armor equipped. (Thats 16 seconds with 7 heavy armor)
-Dark Vigor: Increases your Max Health by 3% for each Shadow ability slotted. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Dark Veil: Increases duration of Shadow abilities by 15%. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Catalyst: After drinking a potion you gain 20 Ultimate.
-Magicka Flood: Increases Max Magicka by 8% while a Siphoning ability is slotted. (Leeching Strikes)
-Transfer: Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.(Leeching Strikes)
You can cearly see that the Skills from the DKs are bloated with needed Buffs/Debuffs/Damage doing several things with just one skill, while also having the best resource management through its passives. (i.e. Block reduction, Stamina and Magicka return)
Other classes dont even have a decent AoE root (not CC) and while still having struggles with resources.
First balance every other class before you want to change the "tanking playstyle", because right now, even after the Summerset patch which helped a lot, no trial guild wants a Nightblade Tank to tank their trials. Its always Dragonknights, which is understandable if you just look at their skills.
Also I would like to add: The Silver Leash skill is borderline useless. The hit boxes in this game are way too big and I dont want to "chain" the same ad 3 times and waste 9k Stamina.
Balance the classes before you change anything about tanking. DK Tanks have been meta since the beggining of the game, if you look at this thread you can see it became a synonym for tanking itself. Change that first !!
BejaProphet wrote: »xI_The_Owl_Ix wrote: »Can we please start differentiating between Tanks and Dragonknights?
Just because they are the meta doesnt mean the tanking playstyle has to be adjusted on their behalf.
Lets look at the Dragonknight skills that "help (actually define)" tanking:
Active Skills:-Unrelenting Grip: Magicka based chain that gives magicka back if it fails, soft aggros, deals fire damage (has a chance to set target on fire) and gives you major expedition
-Hardened Armor: Magicka based Major Resolve and Major Ward, gives a shield equal to 17% of your health for ~3sec, returns magic damage to melee attackers
-Choking Talons: Magicka based AoE root/immobalisation, deals magic damage, AoE minor maim for 7secs, synergy that deals more magic damage
-Green Dragon Blood: Magicka based instant heal (37% of your missing health), gives major fortitude, major endurance and minor vitality
-Deep Breath: Magicka based AoE interrupt, that deals magic damage and heals you for 115% of it, deals extra damage after ~3 secs
-Magma Shell (Ulti): Limits incoming damage to 3% of your max health while dealing flame damage every sec for 11secs, allies around you gain a damage shield for 116% of their health for 9secs
-Igneous Weapons: Support: Magicka based wep/spell damage buff, that gives major sorcery and major brutality to allies around you for 30 secs
-Igneous Shield: Magicka based shield, that gives your allies a damage shield and yourself 200% more of the shield, you also gain major mending for 3 secs
Passives:-Warmth: Damaging enemies with Ardent Flame abilities (Chains) also reduces their movement speed by 30% for 4 seconds.
-Combustion: When you apply Burning (Chains) to an enemy, you restore 500 Magicka.
-Iron Skin: Block an additional 10% damage
-Burning Heart: Increases healing received by 12% while a Draconic ability is active. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Elder Dragon: Increases Health Recovery by 5% for each Draconic Power ability slotted. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Scaled Armor: Increases Spell Resistance by 3300
-Battle Roar: When you cast an Ultimate ability, you restore 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.
-Mountain's Blessing: When you cast an Earthen Heart ability (Igneous Weapons/Shield), you and your group members within 30 meters gain Minor Brutality for 20 seconds, increasing your Weapon Damage 5%+ If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
-Helping Hands: When you cast an Earthen Heart Ability (Igneous Weapons/Shield), you restore 990 Stamina
Since I main a Nightblade Tank, lets compare it to it:
Active Skills:-Mirage: Magicka based major evasion, minor resolve and minor ward
-Bolstering Darkness (Ulti): 5m radius of major protection to you and your allies, allies can also activate a synergy to heal themselves over and gain 70% moving speed, enemies in the radius get slowed down for 70%
-Dark Cloak: Magicka based heal over time that heals you for 32% of your max health over ~4 seconds, also applies minor protection for ~3 secs
-Refreshing Path: Magicka based heal/damage over time, you also gain major expedition while standing in it
-Manifestation of Terror: Magicka based AoE CC that spreads the ads around sending them running in "fear"for 4secs, takes 2 seconds to arm, leaves 2 runes behind (each rune fears up to 6 ads), reduces movement speed for 50% when the effect ends
Note: This Skill is not viable at all, it spreads the mob around instead of rooting them also making them CC immune.
-Dark Shade: Magicka based AoE/single target minor maim that summons a shade that applies minor main to a single target and "occasionally" an AoE minor main, deals also magic damag
-Leeching Strikes: Stamina based stamina managament, that gives you 100 stamina and 1,5k health every light attack for 20 secs, when the effect ends you get 4k stamina back.
Note: This Skill is also not really viable since it costs around 900 Stamina and forces the tank to light attack to gain Stamina back, also the 20 sec duration is too long and 4k Stam return is barely anything.
Passives:-Refreshing Shadows: Increases Health, Stamina, and Magicka Recovery by 15%.
-Shadow Barrier: Casting a Shadow ability (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade) grants you Major Resolve and Major Ward for 6 seconds, increasing Physical and Spell Resistance by 5280. This duration is increased by 25% for each piece of Heavy Armor equipped. (Thats 16 seconds with 7 heavy armor)
-Dark Vigor: Increases your Max Health by 3% for each Shadow ability slotted. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Dark Veil: Increases duration of Shadow abilities by 15%. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Catalyst: After drinking a potion you gain 20 Ultimate.
-Magicka Flood: Increases Max Magicka by 8% while a Siphoning ability is slotted. (Leeching Strikes)
-Transfer: Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.(Leeching Strikes)
You can cearly see that the Skills from the DKs are bloated with needed Buffs/Debuffs/Damage doing several things with just one skill, while also having the best resource management through its passives. (i.e. Block reduction, Stamina and Magicka return)
Other classes dont even have a decent AoE root (not CC) and while still having struggles with resources.
First balance every other class before you want to change the "tanking playstyle", because right now, even after the Summerset patch which helped a lot, no trial guild wants a Nightblade Tank to tank their trials. Its always Dragonknights, which is understandable if you just look at their skills.
Also I would like to add: The Silver Leash skill is borderline useless. The hit boxes in this game are way too big and I dont want to "chain" the same ad 3 times and waste 9k Stamina.
Balance the classes before you change anything about tanking. DK Tanks have been meta since the beggining of the game, if you look at this thread you can see it became a synonym for tanking itself. Change that first !!
Let me first say that I am for narrowing the gap between classes in tanking ability. I was very happy for my non DK tank associates when they made the summerset changes. So don't hear this as me being against that.
But one of the glorious things about this game is the endless character choices. We can customize what we are to no end. But every choice comes with an opportunity cost, and it should come with an opportunity cost. When you choose which class to tank on, you aren't choosing weaker. You are choosing to be strong at different things. You are choosing a toolkit.
When you choose your tool kit. You chose different things than I did when I chose a DK. And you got some awesome stuff when you did. Nightblades have awesome PvP evasion skills, I would love some of those sorc abilities on my tank. Wardens are nuts. Liofa has made a warden build that is fantastically tanky and he can drop major game changing heals on his team!! Also in the other classes you didn't just choose strengths, you chose incredible flexibility as well.
I chose something as well. I chose to give up all of that as an opportunity cost so that I could have one thing only. The pinnacle tanking tool kit. I said I don't care how many other things I suck at, how many other things I can't do, my purpose was to focus in on one task only. Give me the very best tools for tanking. And that is an ok choice too. It is not wrong for that to be a choice in the game. It can only be said to be "better" when you reduce the classes to talking about tanking only. I gave up your flexibility and opportunity to bring out of the box things to the table, and chose pure tanking. I can't heal my group like Liofa's warden. But guess what? I got some pure tanking things in exchange. Wardens are beginning to be considered on par with DK's by many. Heck, other than engulfing flames many are starting to say Wardens are the superior choice. But its not because they are equal at the most central aspects of tanking. It is because they are solid in the central aspects of tanking and bring nice non-tanking extras with them to the task. I chose DK because I willing would trade the extra's for the pure tanking.
Here is the point of all this. While I am for narrowing the gap, it would be horrifically unfair to make the other classes true equals to the DK when it comes to pure tanking. We have traded many many things for that premier tanking tool kit. If you were to make the other classes true equals then you absolutely crush us. We gave up everything to be a little better at that. So yes, narrow the gap and give other classes some of the non negotiable tools like they did with silver leash, but they absolutely should not make them completely equal to the DK.
xI_The_Owl_Ix wrote: »BejaProphet wrote: »xI_The_Owl_Ix wrote: »Can we please start differentiating between Tanks and Dragonknights?
Just because they are the meta doesnt mean the tanking playstyle has to be adjusted on their behalf.
Lets look at the Dragonknight skills that "help (actually define)" tanking:
Active Skills:-Unrelenting Grip: Magicka based chain that gives magicka back if it fails, soft aggros, deals fire damage (has a chance to set target on fire) and gives you major expedition
-Hardened Armor: Magicka based Major Resolve and Major Ward, gives a shield equal to 17% of your health for ~3sec, returns magic damage to melee attackers
-Choking Talons: Magicka based AoE root/immobalisation, deals magic damage, AoE minor maim for 7secs, synergy that deals more magic damage
-Green Dragon Blood: Magicka based instant heal (37% of your missing health), gives major fortitude, major endurance and minor vitality
-Deep Breath: Magicka based AoE interrupt, that deals magic damage and heals you for 115% of it, deals extra damage after ~3 secs
-Magma Shell (Ulti): Limits incoming damage to 3% of your max health while dealing flame damage every sec for 11secs, allies around you gain a damage shield for 116% of their health for 9secs
-Igneous Weapons: Support: Magicka based wep/spell damage buff, that gives major sorcery and major brutality to allies around you for 30 secs
-Igneous Shield: Magicka based shield, that gives your allies a damage shield and yourself 200% more of the shield, you also gain major mending for 3 secs
Passives:-Warmth: Damaging enemies with Ardent Flame abilities (Chains) also reduces their movement speed by 30% for 4 seconds.
-Combustion: When you apply Burning (Chains) to an enemy, you restore 500 Magicka.
-Iron Skin: Block an additional 10% damage
-Burning Heart: Increases healing received by 12% while a Draconic ability is active. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Elder Dragon: Increases Health Recovery by 5% for each Draconic Power ability slotted. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Scaled Armor: Increases Spell Resistance by 3300
-Battle Roar: When you cast an Ultimate ability, you restore 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.
-Mountain's Blessing: When you cast an Earthen Heart ability (Igneous Weapons/Shield), you and your group members within 30 meters gain Minor Brutality for 20 seconds, increasing your Weapon Damage 5%+ If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
-Helping Hands: When you cast an Earthen Heart Ability (Igneous Weapons/Shield), you restore 990 Stamina
Since I main a Nightblade Tank, lets compare it to it:
Active Skills:-Mirage: Magicka based major evasion, minor resolve and minor ward
-Bolstering Darkness (Ulti): 5m radius of major protection to you and your allies, allies can also activate a synergy to heal themselves over and gain 70% moving speed, enemies in the radius get slowed down for 70%
-Dark Cloak: Magicka based heal over time that heals you for 32% of your max health over ~4 seconds, also applies minor protection for ~3 secs
-Refreshing Path: Magicka based heal/damage over time, you also gain major expedition while standing in it
-Manifestation of Terror: Magicka based AoE CC that spreads the ads around sending them running in "fear"for 4secs, takes 2 seconds to arm, leaves 2 runes behind (each rune fears up to 6 ads), reduces movement speed for 50% when the effect ends
Note: This Skill is not viable at all, it spreads the mob around instead of rooting them also making them CC immune.
-Dark Shade: Magicka based AoE/single target minor maim that summons a shade that applies minor main to a single target and "occasionally" an AoE minor main, deals also magic damag
-Leeching Strikes: Stamina based stamina managament, that gives you 100 stamina and 1,5k health every light attack for 20 secs, when the effect ends you get 4k stamina back.
Note: This Skill is also not really viable since it costs around 900 Stamina and forces the tank to light attack to gain Stamina back, also the 20 sec duration is too long and 4k Stam return is barely anything.
Passives:-Refreshing Shadows: Increases Health, Stamina, and Magicka Recovery by 15%.
-Shadow Barrier: Casting a Shadow ability (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade) grants you Major Resolve and Major Ward for 6 seconds, increasing Physical and Spell Resistance by 5280. This duration is increased by 25% for each piece of Heavy Armor equipped. (Thats 16 seconds with 7 heavy armor)
-Dark Vigor: Increases your Max Health by 3% for each Shadow ability slotted. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Dark Veil: Increases duration of Shadow abilities by 15%. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Catalyst: After drinking a potion you gain 20 Ultimate.
-Magicka Flood: Increases Max Magicka by 8% while a Siphoning ability is slotted. (Leeching Strikes)
-Transfer: Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.(Leeching Strikes)
You can cearly see that the Skills from the DKs are bloated with needed Buffs/Debuffs/Damage doing several things with just one skill, while also having the best resource management through its passives. (i.e. Block reduction, Stamina and Magicka return)
Other classes dont even have a decent AoE root (not CC) and while still having struggles with resources.
First balance every other class before you want to change the "tanking playstyle", because right now, even after the Summerset patch which helped a lot, no trial guild wants a Nightblade Tank to tank their trials. Its always Dragonknights, which is understandable if you just look at their skills.
Also I would like to add: The Silver Leash skill is borderline useless. The hit boxes in this game are way too big and I dont want to "chain" the same ad 3 times and waste 9k Stamina.
Balance the classes before you change anything about tanking. DK Tanks have been meta since the beggining of the game, if you look at this thread you can see it became a synonym for tanking itself. Change that first !!
Let me first say that I am for narrowing the gap between classes in tanking ability. I was very happy for my non DK tank associates when they made the summerset changes. So don't hear this as me being against that.
But one of the glorious things about this game is the endless character choices. We can customize what we are to no end. But every choice comes with an opportunity cost, and it should come with an opportunity cost. When you choose which class to tank on, you aren't choosing weaker. You are choosing to be strong at different things. You are choosing a toolkit.
When you choose your tool kit. You chose different things than I did when I chose a DK. And you got some awesome stuff when you did. Nightblades have awesome PvP evasion skills, I would love some of those sorc abilities on my tank. Wardens are nuts. Liofa has made a warden build that is fantastically tanky and he can drop major game changing heals on his team!! Also in the other classes you didn't just choose strengths, you chose incredible flexibility as well.
I chose something as well. I chose to give up all of that as an opportunity cost so that I could have one thing only. The pinnacle tanking tool kit. I said I don't care how many other things I suck at, how many other things I can't do, my purpose was to focus in on one task only. Give me the very best tools for tanking. And that is an ok choice too. It is not wrong for that to be a choice in the game. It can only be said to be "better" when you reduce the classes to talking about tanking only. I gave up your flexibility and opportunity to bring out of the box things to the table, and chose pure tanking. I can't heal my group like Liofa's warden. But guess what? I got some pure tanking things in exchange. Wardens are beginning to be considered on par with DK's by many. Heck, other than engulfing flames many are starting to say Wardens are the superior choice. But its not because they are equal at the most central aspects of tanking. It is because they are solid in the central aspects of tanking and bring nice non-tanking extras with them to the task. I chose DK because I willing would trade the extra's for the pure tanking.
Here is the point of all this. While I am for narrowing the gap, it would be horrifically unfair to make the other classes true equals to the DK when it comes to pure tanking. We have traded many many things for that premier tanking tool kit. If you were to make the other classes true equals then you absolutely crush us. We gave up everything to be a little better at that. So yes, narrow the gap and give other classes some of the non negotiable tools like they did with silver leash, but they absolutely should not make them completely equal to the DK.
That was never my point, I dont want to be DK 2.0. I want to be a Nightblade Tank. But there are skills that are needed in dungeons or trials. I.e. a talon like skill. I dont mind if they change "Manifestation of Terror" to an AoE root that doesnt count as CC. Or lower the cost of Silver Leash. But right now tanking is Dragonknight tanking. I mean just look at this thread about tanking and try to spot the few non DK tanks. Its an issue.
Tanking has no class diversity if you want to do end game score runs, you will have to main a DK tank otherwise you wont be tanking at all.
Also other classes have major sustain issues while DKs get 990 Stam back while giving allies a shield, minor brutality, get major mending and a shield that is 200% stronger. Just look how bloated 1 skill is, it gives at least 5 effects. Meanwhile Nightblades dont even have a magic shield and I dont mind it. I have major evasion and thats good, I want to be different than DKs. But we need chains, roots, better sustain, etc.
And then theres this thread, people complaining about how easy it is to tank and that they never run out of sustain and can perma block. Which may be true to DKs but its not to every other class.
There needs to be changes done to classes before they change tanking all together. Im not saying nerfing DKs is the solution but buffing every other class tanks is. Because right now theres only one Tank and its Dragonknight.
BejaProphet wrote: »xI_The_Owl_Ix wrote: »BejaProphet wrote: »xI_The_Owl_Ix wrote: »Can we please start differentiating between Tanks and Dragonknights?
Just because they are the meta doesnt mean the tanking playstyle has to be adjusted on their behalf.
Lets look at the Dragonknight skills that "help (actually define)" tanking:
Active Skills:-Unrelenting Grip: Magicka based chain that gives magicka back if it fails, soft aggros, deals fire damage (has a chance to set target on fire) and gives you major expedition
-Hardened Armor: Magicka based Major Resolve and Major Ward, gives a shield equal to 17% of your health for ~3sec, returns magic damage to melee attackers
-Choking Talons: Magicka based AoE root/immobalisation, deals magic damage, AoE minor maim for 7secs, synergy that deals more magic damage
-Green Dragon Blood: Magicka based instant heal (37% of your missing health), gives major fortitude, major endurance and minor vitality
-Deep Breath: Magicka based AoE interrupt, that deals magic damage and heals you for 115% of it, deals extra damage after ~3 secs
-Magma Shell (Ulti): Limits incoming damage to 3% of your max health while dealing flame damage every sec for 11secs, allies around you gain a damage shield for 116% of their health for 9secs
-Igneous Weapons: Support: Magicka based wep/spell damage buff, that gives major sorcery and major brutality to allies around you for 30 secs
-Igneous Shield: Magicka based shield, that gives your allies a damage shield and yourself 200% more of the shield, you also gain major mending for 3 secs
Passives:-Warmth: Damaging enemies with Ardent Flame abilities (Chains) also reduces their movement speed by 30% for 4 seconds.
-Combustion: When you apply Burning (Chains) to an enemy, you restore 500 Magicka.
-Iron Skin: Block an additional 10% damage
-Burning Heart: Increases healing received by 12% while a Draconic ability is active. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Elder Dragon: Increases Health Recovery by 5% for each Draconic Power ability slotted. (Hardened Armor, Talons, Dragon Blood, Deep Breath)
-Scaled Armor: Increases Spell Resistance by 3300
-Battle Roar: When you cast an Ultimate ability, you restore 46 Health, 46 Magicka, and 46 Stamina for each point of the Ultimate's cost.
-Mountain's Blessing: When you cast an Earthen Heart ability (Igneous Weapons/Shield), you and your group members within 30 meters gain Minor Brutality for 20 seconds, increasing your Weapon Damage 5%+ If you are in combat, you also gain 3 Ultimate. This can only occur once every 6 seconds.
-Helping Hands: When you cast an Earthen Heart Ability (Igneous Weapons/Shield), you restore 990 Stamina
Since I main a Nightblade Tank, lets compare it to it:
Active Skills:-Mirage: Magicka based major evasion, minor resolve and minor ward
-Bolstering Darkness (Ulti): 5m radius of major protection to you and your allies, allies can also activate a synergy to heal themselves over and gain 70% moving speed, enemies in the radius get slowed down for 70%
-Dark Cloak: Magicka based heal over time that heals you for 32% of your max health over ~4 seconds, also applies minor protection for ~3 secs
-Refreshing Path: Magicka based heal/damage over time, you also gain major expedition while standing in it
-Manifestation of Terror: Magicka based AoE CC that spreads the ads around sending them running in "fear"for 4secs, takes 2 seconds to arm, leaves 2 runes behind (each rune fears up to 6 ads), reduces movement speed for 50% when the effect ends
Note: This Skill is not viable at all, it spreads the mob around instead of rooting them also making them CC immune.
-Dark Shade: Magicka based AoE/single target minor maim that summons a shade that applies minor main to a single target and "occasionally" an AoE minor main, deals also magic damag
-Leeching Strikes: Stamina based stamina managament, that gives you 100 stamina and 1,5k health every light attack for 20 secs, when the effect ends you get 4k stamina back.
Note: This Skill is also not really viable since it costs around 900 Stamina and forces the tank to light attack to gain Stamina back, also the 20 sec duration is too long and 4k Stam return is barely anything.
Passives:-Refreshing Shadows: Increases Health, Stamina, and Magicka Recovery by 15%.
-Shadow Barrier: Casting a Shadow ability (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade) grants you Major Resolve and Major Ward for 6 seconds, increasing Physical and Spell Resistance by 5280. This duration is increased by 25% for each piece of Heavy Armor equipped. (Thats 16 seconds with 7 heavy armor)
-Dark Vigor: Increases your Max Health by 3% for each Shadow ability slotted. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Dark Veil: Increases duration of Shadow abilities by 15%. (Bolst. Darkness, Dark Cloak, Refresh. Path, Manifestation of Terror, Dark Shade)
-Catalyst: After drinking a potion you gain 20 Ultimate.
-Magicka Flood: Increases Max Magicka by 8% while a Siphoning ability is slotted. (Leeching Strikes)
-Transfer: Activating a Siphoning ability grants 2 Ultimate. This effect has a 4 second cooldown.(Leeching Strikes)
You can cearly see that the Skills from the DKs are bloated with needed Buffs/Debuffs/Damage doing several things with just one skill, while also having the best resource management through its passives. (i.e. Block reduction, Stamina and Magicka return)
Other classes dont even have a decent AoE root (not CC) and while still having struggles with resources.
First balance every other class before you want to change the "tanking playstyle", because right now, even after the Summerset patch which helped a lot, no trial guild wants a Nightblade Tank to tank their trials. Its always Dragonknights, which is understandable if you just look at their skills.
Also I would like to add: The Silver Leash skill is borderline useless. The hit boxes in this game are way too big and I dont want to "chain" the same ad 3 times and waste 9k Stamina.
Balance the classes before you change anything about tanking. DK Tanks have been meta since the beggining of the game, if you look at this thread you can see it became a synonym for tanking itself. Change that first !!
Let me first say that I am for narrowing the gap between classes in tanking ability. I was very happy for my non DK tank associates when they made the summerset changes. So don't hear this as me being against that.
But one of the glorious things about this game is the endless character choices. We can customize what we are to no end. But every choice comes with an opportunity cost, and it should come with an opportunity cost. When you choose which class to tank on, you aren't choosing weaker. You are choosing to be strong at different things. You are choosing a toolkit.
When you choose your tool kit. You chose different things than I did when I chose a DK. And you got some awesome stuff when you did. Nightblades have awesome PvP evasion skills, I would love some of those sorc abilities on my tank. Wardens are nuts. Liofa has made a warden build that is fantastically tanky and he can drop major game changing heals on his team!! Also in the other classes you didn't just choose strengths, you chose incredible flexibility as well.
I chose something as well. I chose to give up all of that as an opportunity cost so that I could have one thing only. The pinnacle tanking tool kit. I said I don't care how many other things I suck at, how many other things I can't do, my purpose was to focus in on one task only. Give me the very best tools for tanking. And that is an ok choice too. It is not wrong for that to be a choice in the game. It can only be said to be "better" when you reduce the classes to talking about tanking only. I gave up your flexibility and opportunity to bring out of the box things to the table, and chose pure tanking. I can't heal my group like Liofa's warden. But guess what? I got some pure tanking things in exchange. Wardens are beginning to be considered on par with DK's by many. Heck, other than engulfing flames many are starting to say Wardens are the superior choice. But its not because they are equal at the most central aspects of tanking. It is because they are solid in the central aspects of tanking and bring nice non-tanking extras with them to the task. I chose DK because I willing would trade the extra's for the pure tanking.
Here is the point of all this. While I am for narrowing the gap, it would be horrifically unfair to make the other classes true equals to the DK when it comes to pure tanking. We have traded many many things for that premier tanking tool kit. If you were to make the other classes true equals then you absolutely crush us. We gave up everything to be a little better at that. So yes, narrow the gap and give other classes some of the non negotiable tools like they did with silver leash, but they absolutely should not make them completely equal to the DK.
That was never my point, I dont want to be DK 2.0. I want to be a Nightblade Tank. But there are skills that are needed in dungeons or trials. I.e. a talon like skill. I dont mind if they change "Manifestation of Terror" to an AoE root that doesnt count as CC. Or lower the cost of Silver Leash. But right now tanking is Dragonknight tanking. I mean just look at this thread about tanking and try to spot the few non DK tanks. Its an issue.
Tanking has no class diversity if you want to do end game score runs, you will have to main a DK tank otherwise you wont be tanking at all.
Also other classes have major sustain issues while DKs get 990 Stam back while giving allies a shield, minor brutality, get major mending and a shield that is 200% stronger. Just look how bloated 1 skill is, it gives at least 5 effects. Meanwhile Nightblades dont even have a magic shield and I dont mind it. I have major evasion and thats good, I want to be different than DKs. But we need chains, roots, better sustain, etc.
And then theres this thread, people complaining about how easy it is to tank and that they never run out of sustain and can perma block. Which may be true to DKs but its not to every other class.
There needs to be changes done to classes before they change tanking all together. Im not saying nerfing DKs is the solution but buffing every other class tanks is. Because right now theres only one Tank and its Dragonknight.
As said, I do think the gap should be narrowed. I especially agree with you to the extent that we are talking about making sure the other classes have the essential tools. I want the other classes to have leash, and roots. That is very important for tanking well in several contexts. I don't think shielding your allies is necessary, but its a pretty big boon for DK's.
I'd probably find my biggest disagreements with you on three points.
1. I don't think the sustain issue is a gap that is necessary to close because I don't think tanks should be perma blocking. But I've talked about that in this thread already so I'll leave it at that. Meditate has just about done all that needs to be done in closing the gap there.
2. I think letting the DK's tools give the little side benefits is a great way to let the DK do the "premier tanking kit" at the cost of other things while still giving the tools to other classes. For example, give the other classes a true AOE root. They then have the tool, but DK has the root/maim combo, and they've chosen that over other class perks. Follow this idea with the other abilities and I think we find the answer. You could give other classes a shield with the same strength for their allies as a DK, and DK would still be the focused tank choice because of the secondary procs you mentioned.
3. I do not think that DK=the only tank is ZOS' fault entirely. The root cause is players demanding min-maxing from other players to allow them to play with them. That is what chased the other classes out of the discussion. And even then, wardens are rapidly being recognized as pinnacle tanks along with DK.
Again I dont know where I apparently have said something like that, but I dont think that way. Not one bit. I said several times I am for class diversitiy. I dont want DKs to get unplayable/not viable. I simply want every other class to become viable.For you to get everything we chose, and KEEP those things, would be unfair. What you are specifically asking for is to have all that we have while keeping what you have.
Thats because I dont want any class to be the best. I want to see sorc healers, templar tanks, warden DPS in scoreboards. But we currently dont and its stupid.You didn't want the DK to be better at it at all. You said that a "premier tanking kit" simply should not exist. So you want all the Nightblade things, and you want to have paid no opportunity cost for it when it comes to tanking.
SquareSausage wrote: »God, there are really some silly suggestions in here.
Demanding tanks have more DPS, well lets consider, a tank is a damage taker, not a damage dealer, youre chosen role is implicitly to soak up the damage and we do that with a combination of sets, skills and CP. This is a known, in all and every game there ever has been. Giving a fully specced tank high dps potential imbalances PvP into the bargain.
Here's an idea, if people want to faceroll dungeons with 4 dps, then play your dps char, if you dont have one, then level one. Its not tanks job to be banging out 'top deeps'. The tank comes into being in trials, vet dungeons and PvP.
The rule of thumb for levelling a tank if you want to do it fast is level as a dps and slot s&b skills on your bars as you level. This is the same for every character choice, healers and DPS.
Playing a Tank is a conscious choice. Having your cake and eating it is not an option.
For those advocating for a class revamp before a tank revamp, well i see your points.
The question would be, How?
BejaProphet wrote: »@xI_The_Owl_Ix
1. Every content in the game can be completed with any class. If a player can not sustain through a fight. It is a shortcoming with the player or the build, not the class. Because other players CAN sustain through any content with those classes.
2. If you don't know what any other class has that a DK doesn't, it shows that you are limiting your thinking ONLY to top end tanking. The time for that kind of tunnel vision was when you chose your class, not to ask ZOS now to nerf others who chose the other tool kit. The entirety of my big long post previously would be my response to that. When you chose your tool kit, you chose to be strong at some things, and moderate at others. For them to suddenly give you complete equality with the tool kits of the DK, and let you STILL have all the tools of a night blade would be unfair. It would be as unfair as suddenly giving the DK all of your stuff, and you get nothing to compensate.
SquareSausage wrote: »God, there are really some silly suggestions in here.
Demanding tanks have more DPS, well lets consider, a tank is a damage taker, not a damage dealer, youre chosen role is implicitly to soak up the damage and we do that with a combination of sets, skills and CP. This is a known, in all and every game there ever has been. Giving a fully specced tank high dps potential imbalances PvP into the bargain.
Here's an idea, if people want to faceroll dungeons with 4 dps, then play your dps char, if you dont have one, then level one. Its not tanks job to be banging out 'top deeps'. The tank comes into being in trials, vet dungeons andFrom my point of view those asking for a buff for other classes/nerfs to dks (because, let's say, DK is the best tank class) are right in the intentions but are understimating what a change in tanking playstyle would be.
First, let's be honest while it is true that DK makes better tanks it is also true that EVERY class shines in a role in a way that other classes can't.
The original intentions of the design were probably this:
Dragonknight= Best tank
Templar= Best Healer
Sorceror= Best Mag DD
Nightblade= Best Stam DD
Warden came in later and he probably was intended to be the real "jack-of-all-trades" (some may adds master-of-none).
Yet they designed the game to be also flexible and this generated some issue but that's the good of ESO if you ask me.
Note that in most game the class define your job and you can't be a "NB tank", in most games NB would and could only mean Physical DPS, we would have much more classes probably but with much less flexibility for each.
As you may have noticed I used the word "intention" because, when you make a game, sometimes things takes a very different turn from what you were expecting, there's a huge variable that comes into play: players.
Players sometimes comes up with ideas that you where never thinking of, ideas that works so well that ends up by "defining a meta".
Personally I don't really think that the "Balance" skill has been designed for being the ultimate tool for DK tanking, that skill was probably never intended for tanking at all, and if you see DK tanks who permablock 100% uptime regardless of fight time it's probably this one skill that you should blame which, combined with helping hands, gives you infinite sustain.
Take the same tank, replace balance with spikes (for major ward/protection) and you will se that he can't keep the fight forever as he did before, you will see him heavy attacking occasionaly, less then other classes but he will need that.
If you don't have a way to recover magicka (and tank usually don't) helping hands is barely effective:
Every Earthen Heart skill cost like 4k magicka and you have around 20 K, only exception is petrify which cost around 3k but that's not a skill you are going to use probably.
That means 5 casts at best but not really 5 because you are also:
Rooting Enemies
Using green dragon blood
Using spiked armor
If we have to multiple interrupt we cast Deep Breath
All these skills does cost a lot of magicka and does not triggers helping hands, in an actual hard fight you keep self buffs always on and other skills depending on need.
All of this changes if you can recover magicka (while getting the same buff that you would get with spiked armor) so, ironically, what makes DKs the sustain god is a non-DK skill which just happened to work well with a passive.
Now, beside all these "class-related" talk, we are getting out of the point which is tanking, not with DKs nor with any other class: just "tanking" regardless the class.
1) We can see many DK (like me) which are pointing out that stay there and block is boring (as a playstyle not 'cause we r too good/OP at it)
2) We can also see other classes stating out that they cannot permablock like DK do hence the can't get the same results
We are pointing the very same problem imho but we are just limiting it to "our" needs but we are just complaining all about one thing mainly= blocking.
Blocking looks to be an issue to me and as someone pointed nerfing it ended up to only give DKs more advantage.
DK should keep this advantage as it's their primary job, templars have more heals, sorcs more splash n so on. If we remove this advanteges the whole "class" concept became worthless we should just be all "one universal class" with access to all skills (which could work and be cool too maybe but it's beyond the tanking issues).
Reworking the way tanking works (by making less needed to permablock n by giving the tank something more useful to do for the group there in EVERY content) would probably close the gap between classes or even change the things entirely.
Without the need to block this much probably Templars/NB would make amongst the best tanks since they can also heal themselves/group, throw shards as an instance.
DK could soak damage (best balance)
Templars heal trough it (best against DpS)
NB dodge (best against burst dmg)
and so on
Nope that's what's wrong here forcing a class to have to play a certain way