PrayingSeraph wrote: »This ain't dragon age...
MartiniDaniels wrote: »This will make healers more useful too.. overheal is an issue now, if there will be group member who spend health constantly, healer resources will be better utilized (i.e. now every healer spams combat prayer, but if all group is 100% HP healing from prayer is wasted, with blood magic it will be used by tank).
brandonv516 wrote: »So like the Nightblade skill Malevolent Offering.
It heals others but drains your health. The scaling is not based on health though.
So we have a Blood Magic skill mixed with a whole bunch of other skills that don't really make much sense.
I guess skill won't fire anyway if there is insufficient health to cast it.MartiniDaniels wrote: »This will make healers more useful too.. overheal is an issue now, if there will be group member who spend health constantly, healer resources will be better utilized (i.e. now every healer spams combat prayer, but if all group is 100% HP healing from prayer is wasted, with blood magic it will be used by tank).
This is a good point. It would allow healers to be connected to tanks in teams. Though I wonder would it upset them like someone standing in stupid would? Imagine someone dying with nothing around hurting them but themselves?
PrayingSeraph wrote: »This ain't dragon age...
MartiniDaniels wrote: »As everyone knows and discusses, that we don't have many players ready to queue as tanks for everyday pledges / randoms because pve tank builds are far from what you need in overland/pvp.
What's tank most defining features - high HP and good sustain/overheal which become useless when you got in easy in medium dungeons if your tank is up-to-snuff for dlc vets / trials etc.
So idea is to introduce new skill line which utilize HP and overall sustain:
1. A couple of skills which damage scale of HP and also cost HP. This is literally blood magic known from many games. You burn your blood to do damage then heal it back with HP% self-heal every tank have. This won't be easily exploited in PVP since healing is halved there.
2. High cost buff with stam/magicka morphs which rise tank own penetration so his damage skills from point 1 will be effective.
Result - if you are in hard dungeon - play as usual. Got in easy - medium - slot 2-3 blood magic skills and do damage without changing all gear (and even with changed hybrid tanks are crippled dps due to abilities and cp spent on health and survivability).
People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
MartiniDaniels wrote: »People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
Really, idk why you need a "decent" tank other then in dlc vet. Topic is about how to make tanks more flexible to content, not about why there is small number of them in GF. Because "decent" tank is complete broke in overland content (if you not juggle gear) and not very effective bag of meat if GF send tank to easy dungeon.
MartiniDaniels wrote: »As everyone knows and discusses, that we don't have many players ready to queue as tanks for everyday pledges / randoms because pve tank builds are far from what you need in overland/pvp.
People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
What if tanks had more of impact on bad groups? Maybe different gear set or something else to avoid the fear of bad group?
MartiniDaniels wrote: »As everyone knows and discusses, that we don't have many players ready to queue as tanks for everyday pledges / randoms because pve tank builds are far from what you need in overland/pvp.
What's tank most defining features - high HP and good sustain/overheal which become useless when you got in easy in medium dungeons if your tank is up-to-snuff for dlc vets / trials etc.
So idea is to introduce new skill line which utilize HP and overall sustain:
1. A couple of skills which damage scale of HP and also cost HP. This is literally blood magic known from many games. You burn your blood to do damage then heal it back with HP% self-heal every tank have. This won't be easily exploited in PVP since healing is halved there.
2. High cost buff with stam/magicka morphs which rise tank own penetration so his damage skills from point 1 will be effective.
Result - if you are in hard dungeon - play as usual. Got in easy - medium - slot 2-3 blood magic skills and do damage without changing all gear (and even with changed hybrid tanks are crippled dps due to abilities and cp spent on health and survivability).
It would be nice to making tanking more enjoyable for people. Not sure this is but it's nice it's being talked about.
paulsimonps wrote: »Tanks don't need damage in groups like this for more people to play tanks in dungeon finder, damage dealers need more damage, specifically the bad ones. Like many have already pointed out most good tanks avoud the GF like the plauge cause there is only so much we can carry. But adding damage to tanks will mess up PvP a lot so that is never going to happen anyway. Instead feedback, suggestions and ideas should revolve around how to raise the floor if the average dps, like adding proper fricking tutorials about how the game works and stuff.
paulsimonps wrote: »Tanks don't need damage in groups like this for more people to play tanks in dungeon finder, damage dealers need more damage, specifically the bad ones. Like many have already pointed out most good tanks avoud the GF like the plauge cause there is only so much we can carry. But adding damage to tanks will mess up PvP a lot so that is never going to happen anyway. Instead feedback, suggestions and ideas should revolve around how to raise the floor if the average dps, like adding proper fricking tutorials about how the game works and stuff.
In respect to veteran DLC dungeons you have a point.
But when it comes to the base dungeons, I rarely ever have any DPS issues when I queue up as my tank.
paulsimonps wrote: »paulsimonps wrote: »Tanks don't need damage in groups like this for more people to play tanks in dungeon finder, damage dealers need more damage, specifically the bad ones. Like many have already pointed out most good tanks avoud the GF like the plauge cause there is only so much we can carry. But adding damage to tanks will mess up PvP a lot so that is never going to happen anyway. Instead feedback, suggestions and ideas should revolve around how to raise the floor if the average dps, like adding proper fricking tutorials about how the game works and stuff.
In respect to veteran DLC dungeons you have a point.
But when it comes to the base dungeons, I rarely ever have any DPS issues when I queue up as my tank.
Then you should count yourself luck my good sir cause for most of us it can be pretty bad. Ever done a Elden Hollow 2 where the DPS couldn't out heal the healing adds on HM and the boss got back up to 100% hp Everytime one spawned? I learned that run that the adds are not infinite and I got to see the entire platform covered in fire, thank god we had a good healer with us.
Exactly.PrayingSeraph wrote: »This ain't dragon age...
MartiniDaniels wrote: »People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
Really, idk why you need a "decent" tank other then in dlc vet. Topic is about how to make tanks more flexible to content, not about why there is small number of them in GF. Because "decent" tank is complete broke in overland content (if you not juggle gear) and not very effective bag of meat if GF send tank to easy dungeon.
Really? Your first sentence below which clearly states the main purpose of your post.MartiniDaniels wrote: »As everyone knows and discusses, that we don't have many players ready to queue as tanks for everyday pledges / randoms because pve tank builds are far from what you need in overland/pvp.
The first part is correct. The rest is false an fabricated as long as you actually listen to real decent tanks, which I clearly explained in the post you quoted yet you ignored.
Ignore the real reason decent tanks avoid the GF then you are not fixing the issue. Again something in what you quoted.
Also, a decent tank is hardly broken in overland. I easily swap from a vet HM trial tank to being able to dps quests without issue in moments. Even thought I am not changing CP, just gear and some skills, my lame dps is still more than a significant number of those we find in GF.People keep trying to "fix" tanking but there is not an issue with the number of tanks.
The issue is with GF and that issue is the all to common poor dps found in those groups. That is the reason tanks are so rare for GF.
Any decent tank, and for that matter any decent DPS and healer, can get into a group easily via their raiding guilds and such. Even forming the group up via zone is usually a huge step up from the average random GF group.
So yea, create a new tanking method and once again most decent tanks will still avoid the GF.
Ignore the actual issue and it will never be fixed.
What if tanks had more of impact on bad groups? Maybe different gear set or something else to avoid the fear of bad group?
Some classes can do tank DPS builds now. Clearly they use DPS skills and some sets which is fine for dungeons since most do not call for a pure tank.
However, the bigger issue the more tanking the build is the less damage it should do. The reason Zos would not consider the idea above, of a real tank build doing decent damage, is PvP. That alone is the killing blow to the idea.
However, as I stated above, the OP is about solving the GF issue yet ignores the reason most decent tanks avoid the GF. As long as that is ignored it is not an idea attempting to be a solution.