While the CP and base stat changes on the PTS seem promising, with top DPS parses taking a small hit but lower end bumped up, proc sets getting a much-deserved nerf with the increase to base stats, and DPS now having the option to run sustain/max stat food without ending up sitting at 11k HP, the changes signal some issues on the horizon for PvE tanks. Let's face it, tanking (in PvE at least) is the least popular role in the game, and I am aware most people will pass right over this as it doesn't pertain to them, but I would like to remind those people that
these changes will affect their already long dungeon queue timers and the overall health and long-term stability of the game going forward as tanks quit/change roles. Namely, I would like to focus on three key issues, the reduction in overall mitigation for tanks, the removal/nerf of sustain options for PvE tanks (who run Bewitched/Longfin), and the nerfs to heavy armor, which combined result in
tanking being drastically harder and less rewarding in the upcoming patch, and many like myself feeling disincentivized to bother anymore.
1.
Less Overall Mitigation- On live, Ironclad/Thick Skinned combined give up to 25% reduction to all forms of damage, removed and replaced with 15% less damage taken nerfed further to 10% less damage taken with PTS patch 6.3.2.
- On live, Blessed gives up to 15% increased healing done, reduced to 5% increased healing done nerfed further to 4% healing done with PTS patch 6.3.2.
- On live, Quick Recovery gives up to 15% increased healing taken, reduced to 5% increased healing taken nerfed further to 4% healing taken with PTS patch 6.3.2
- On live, Hardy/Elemental Defender combined give up to 15% reduction to physical and arcane damage, lowered to 5% reduction to both forms of damage nerfed further to 4% damage reduction with PTS patch 6.3.2.
- On live, Nord, the preferred tanking race, gives 3960 resistances, nerfed to 2600 resistances, over 2% loss, and due to the way resistances work, going from capped 33000 resistances to 31640 resistances means going from taking 50% of damage to 52.061%, a 4.12% increase. Also lost Chilled Immunity. No, some Frost resistance does not make up for this.
- On live, Heavy Armor Focus/Spell Shield grant up to 5280 physical/spell resistance, replaced with Ironclad which grants only 1730 and requires a socket.
- On live, Bulwark gives 1500 resistances passively for wearing sword/shield or frost staff, changed to 1900 but requires a socket instead of being granted for free, net nerf.
Now, there are some upsides, namely Duelist's Buff, Enduring Resolve, and Unassailable, which combined grant 10% reduction to single target, DOT, and AOE damage taken, but require a socket, and taking these three plus Bulwark precludes all other options in Warfare, the largest CP tree, and doesn't even make up for the removal of Ironclad/Thick Skinned, let alone the other nerfs. Preparation, granting 15% reduced damage taken from "non-player characters" over 5 stages, has been nerfed to 12% reduced damage over 4 stages with PTS patch 6.3.2, and I am still not quite sure that this even applies to most enemies in PvE or whether it's limited to Justice-Neutral NPCs.
DPS/healer characters will not feel the brunt of these changes as their base health has been bumped from 8744 to 16000, plus the ability to take Hero's Vigor (no slot required) for another 1400 health and Boundless Vitality (slotted) for another 1400, giving them an impressive 18800 health with absolutely zero investment in health on armor and running sustain instead of double stat food, but
tanks lost the 20% increased health from CP points, meaning their net health will be much the same next patch as they tend to take much more flat health, which the 20% increase scaled better. These nerfs alone would sound the death knell for newer players looking to learn how to tank in dungeons and trials, but as you will soon see, it would appear this new batch of changes was not content with just closing off the role to newer players, but also rendering it much more difficult to tank for established veterans.
2.
Reduction in Tank Sustain Options- On live, Shadow Ward gives up to 25% reduced cost of blocking, reduced to 100 flat block cost reduction from Tireless Guardian nerfed further to 80 flat block cost reduction over 4 stages with PTS patch 6.3.2. Keep in mind blocking costs 1760 stamina at base, per tick, up to 4 ticks a second, and you will see why this is such a massive nerf to tank sustain.
- On live, Bashing Focus gives up to 35% reduced cost of bashing, reduced to 225 flat bash cost reduction from Savage Defense nerfed further to 135 flat bash cost reduction over (3?) stages with PTS patch 6.3.2. Tanks are disproportionately assigned the task of bashing and interrupting enemies, especially bosses, and this nerf makes it much more difficult to do that and still have stamina for their other expected tasks, like blocking/rolling/using skills to help the group.
- On live, Tumbling gives up to 25% reduced cost of roll dodging, reduced to 480 flat roll dodge cost reduction from Tumbling (finally, they kept the name!) nerfed further to 360 flat roll dodge cost reduction over 3 stages with PTS patch 6.3.2. This is debatable, but I still feel as though tanks are required to roll dodge in trials much more than other roles, such as the last 3 ticks of the dragons' breath attacks in nSS/vSS, especially when marked for death.
- On live, Tenacity gives up to 15% increased stamina/magicka recovery from heavy attacks, removed entirely.
- On live, Mooncalf/Arcanist give up to 15% increased stamina/magicka recovery, removed entirely.
- On live, Major Endurance/Intellect give 40% increased stamina/magicka recovery, reduced to 30% increased recovery with PTS patch 6.3.2.
- On live, Minor Endurance/Intellect give 20% increased stamina/magicka recovery, reduced to 15% increased recovery with PTS patch 6.3.2.
As before, there are some welcome changes, such as characters' base stamina/magicka going from 7958 to 12000, which helps tanks much more than DPS as DPS classes lost 20% increased stamina/magicka from CP points, but this doesn't actually affect tanks' ability to sustain/recover their stamina/magicka pools, it just gives an extra second or two of breathing room before their resources run out. Also, whereas DPS can reach similar sustain to live by simply running max stat+main stat sustain foods while retaining the buff to their base HP,
tanks do not have the option of running sustain food as they take Bewitched Sugar Skulls/Longfin Pasty and must utilize BOTH their pools in order to block, taunt, and cast skills to help their group. As a direct result, DPS and healers will once again weather the changes mostly unscathed, apart from maybe some targeted nerfs at high-end DPS parses and well-optimized trial groups, while the brunt of the nerfs are foisted directly onto the shoulders of the already-dwindling tank population, especially those in PUG groups or without a well-coordinated team to offer them sustain and synergies as soon as they come off cooldown.
3.
Heavy Armor Nerfs- Heavy Armor on the PTS has the most penalties AND fewest upsides of any armor type, with 4 penalties and a mere 4 bonuses to Light Armor's 3 penalties, 5 bonuses and Medium Armor's ZERO penalties and 5 bonuses.
- On PTS, Heavy armor INCREASES damage taken from arcane attacks by 1% per piece. This is absolutely absurd, that wearing more armor would cause you to take more damage, and was clearly made to cater to complaints around PvP with no thought in mind to how it would affect tanks in PvE.
- On live, Rapid Mending increases healing taken by 8% with 5+ heavy, reduced to 5% increased healing taken with 5/1/1 heavy. Even with all 7 pieces of heavy armor, this is a nerf, and wearing 7 heavy would mean a loss of resource sustain that tanks simply cannot afford after the changes.
- On live, Revitalize grants 25% increased resource gain from Heavy Attacks, reduced to 4% per heavy piece and 20% with 5/1/1 heavy, still a nerf even with 6 pieces of heavy but technically a buff if wearing 7 heavy. Net nerf and leads to tanks feeling like they are forced into 7 heavy to compensate, especially given the removal of Tenacity and nerfs to other sustain options which compound already-existing impediments to tanks having the resources to perform their role in PvE.
- On live, Resolve grants 363 armor per piece, nerfed to 343 armor per piece of heavy armor. (...why?)
- On PTS, Heavy armor increases the cost of roll dodging by 3% per piece. I actually agree wholeheartedly with this change, as it makes sense from both a mechanical and thematic perspective and serves to balance heavy armor better against the other types both in PvE and PvP, along with making the Well-Fitted trait a more viable choice compared to Sturdy. Still a nerf.
- On PTS, Heavy armor reduces movement speed of Sprint by 1% per piece and increases detection radius while sneaking by 10% per piece. Thematic and not a concern, although it really does feel like adding insult to injury at this point.
Much like the previous areas I have mentioned, the changes in this regard possess few upsides for tanks in PvE. While some on the forums have noticed that heavy armor now grants 2% damage reduction while immune to CC per piece, this is strictly a change designed to soften the blow for heavy armor users in PvP and possesses little to no value to tanks in PvE, where enemies do not apply CC anywhere close to as much as other players do, and thus gaining this benefit after Breaking Free is a helpful but ultimately extremely rare circumstance under normal conditions. Heavy armor also now grants 1% reduced martial damage per piece, but the vulnerability to magic damage that tanks have gained is more of a detriment than this physical damage reduction is an upside, leading to disparities between incoming damage types that tanks and healers must dynamically take into account and leading to a higher possible difficulty threshold for certain dungeons compared to others. The other changes, 1% increased damage blocked and Bash damage done per piece, are nice gestures but do little to change the fact that tanks will take much more damage next patch. These changes reek of an attempt by ZOS to appease the PvP crowd at the expense of perhaps the smallest population in the game, PvE tanks, and make sense given that context and from a purely utilitarian perspective, but place an increasing burden on the backs of tanks who, like myself, are likely
already frustrated with the difficulty, expectations, and lack of appreciation regarding the role.
Now, a caveat: I recognize that tanks in PvP have taken over the meta with proc sets allowing them to do competitive damage while retaining an absurd level of survivability due to their base stats. I volunteer the idea that the PvP scene would be better served with direct, targeted nerfs to said proc sets, Vateshran Wrath of Elements, Crimson Twilight, and others among them, along with tweaks to Malacath and other universal sources of damage increases allowing people to output these levels of damage without compromising on other areas. I enjoy the diversity and range of options that the new CP system has afforded and am quite looking forward to trying out some of the new slotted stars, but would appreciate tweaks to allow PvE tanks specifically to weather more damage, sustain more easily, and have a more enjoyable game experience without affecting other areas of the game. To that end, I would like to suggest several options, and appreciate anyone coming forward with ideas of their own.
4.
Suggestions- Add to, buff, and diversify the range of CP stars catered toward tanking in dungeons and trials. The proposed system on PTS feels as though it was generated with DPS and healing at the forefront of people's minds, with rather bland/weak stars geared around tanking thrown in as an afterthought. This is purposefully very generic to allow for a range of implementations, but is placed first as I believe it will be the most important in making tanking in PvE more accessible, nuanced, and enjoyable, without requiring tanks to follow the same exact stars for every class, every race, and every variety of build (i.e. damage shield tanking, evasive tanking, healing through damage, %mitigation through Spirit Guardian/Mist Form/Major Protection, etc.).
- Some specifics: Bulwark worked perfectly fine as a passive CP star before; granting 1900 resistances only when slotted and when wielding a frost staff/sword and shield pales in comparison to Ironclad granting 1730 resistances all the time while slotted, for every build. Preparation could use a buff, even if that requires making it a slottable/splitting it into two stars, instead of a nerf to 12% reduced damage, and confirmation that it works on all enemies in PvE would be nice, the current definition is a little unclear. Please buff Fortification back from 6% block mitigation to 20%, or at least somewhere reasonable, even if that would require making it need a slot. Major Aegis grants 10% reduction to PvE sources of damage, adding a star that granted it or a similar buff would go a long way towards closing the gap between tanks in PvE and PvP.
- There are stars granting damage reduction while immune to CC, why not stars granting damage reduction when you haven't been CCed for 14 seconds or so? This would open up options for PvE tanks without impacting PvP nearly as much. Similarly, a star that imparts ramping damage reduction from stationary targets, or reduces incoming damage from a particular direction (45 degree angle?) would be much easier to benefit from in PvE than in PvP, where constant movement is a must.
- Expanding the options for sustain in a fight against a boss would help tanks dramatically, as they lost quite a bit of sustain and do not have other options to swap to like sustain food for DPS classes. Orzorga's Smoked Bear Haunch might be an option if it didn't require Perfect Roe, making it all but inaccessible to newer tanks looking to learn the role (or anyone, really). Adding stars to help in this regard would also be appreciated, the only real option is Rejuvenation and it requires a slot. Templar Holy Shards synergy should work the same way as Orbs and be accessible to every player rather than limited to one per cast (as I've had DPS grab synergies meant for me as the tank multiple times, rendering me without resources to do my job).
- Holy S*** buff Dragonknight, the class suffers from the worst healing and DPS in the game in exchange for its tanking capabilities and outside of PvP feels miserable to play. Please revert Stone Giant nerfs/remove cast time or extend duration on Stagger since it requires absurd amounts of stamina and is not sustainable with the new changes.
- Group sets for tanking such as Brands of the Imperium/Lord Warden could use a larger radius and a player cap to impart their benefits more easily to dungeon groups without affecting their viability in PvP (where large groups hug together and zerg everything anyhow).
- Least important: Highest Priority: gimme red floaty orbs on tank sets other than just ebon pls, I wanna look cool but I don't wanna have to wear ebon

TLDR:
Tanks in PvE lose mitigation and sustain in the upcoming patch. These changes were likely made to assuage concerns in PvP but will indirectly hurt tanks in PvE. Tanking will be harder and less enjoyable, leading many to change roles or quit the game altogether. This will have long-reaching ramifications for the game, including extending dungeon queue timers and making trials all but inaccessible to more casual/PUG players with optimized trial groups gobbling up the few tanks remaining. I don't want to see this game go the same sad route many other MMORPGS have gone, with certain roles relegated to a slave caste at the behest of the almighty DPS and PvP overlords.
Alright. That about sums up my thoughts on the current state of tanking in PvE and how these changes will affect it. I realize this is a wordy post and hope it doesn't put anyone off from commenting; feel free to disagree with any/all of the points I've made here or bring up some suggestions of your own, I welcome new ideas on how we can turn this situation around without impacting the overall health of other parts of the game. I don't play PvP much and I prefer playing my tank character over DPS/healing builds so my experience regarding those areas is limited, and perhaps some of the changes I've suggested would put other roles at risk, I don't know, but anyone that has ideas in that regard is welcome to post them here.
Thoughts? Suggestions?