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PTS changes aimed at PvP will indirectly hurt PvE tanking and queue times

  • honey_badger82
    honey_badger82
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    Grimick wrote: »

    You have it backwards. Tanking is so easy that I can tank just about any vet dungeon on my DPS. Maybe if they make tanking harder or more interesting I would play a tank again.

    The main reason for fake tanks is because 1. Tanking is easy 2. The queue is most full of "fake" DPS players, so somebody has to be the DPS in the group. Tanking for "fake" DPS players is just way too painful.

    I call BS on you tanking ANY vet DLC dungeons on your DPS. I tanked for a group that worked together often in trials and vet speed runs. We were doing vet March of sacrifices. They opted to go 3x dps and no healer and then when we couldnt pass indrix boss proceeded to blame it on me for being a templar tank. That's how easy it is for a bunch of trial running elitist to tank a vet DLC with their DPS. Once I went down the rest went down in less than 10 seconds. No healer would of kept them alive were it 1x healer and 3 dps.
    If you truly have in fact done so and really find it easy then hats off to your digital superiority (not really) but 99% of players are not going to pull that feat off so their is no reason to tune things to the whopping 1%.
    Edited by honey_badger82 on February 10, 2021 8:31PM
  • Xebov
    Xebov
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    Sangwyne wrote: »
    Thoughts? Suggestions?

    I think you are missing 2 important points.

    1.) You need a much higher CP level now to fully fill out the role. In addition the stars change from diminishing returns to linear increase. This means that a tank at 50% of the max needed CP for the role will only have 50% of its bonuses. In the old system that value is higher because it grows faster on lower CP and then reduces its growth the closer you get to max CP.

    2.) Tanking is only a valid role in group content (Dungeons, Trials, Group Arenas), but outside of this (Overland, World Bosses, Quests, Public Dungeons, Delves, Solo Arenas) its not realy supported. Many players that main a Tank already have DD gear and setups for that content
    In the old system the blue CP are offense/healing related so it is possible for Tanks to grab some damage related bonuses and profit from the CP system while not tanking to some degree without requiring to respec the CP tree.
    In the new system the blue tree is now defence/offense/healing related. This means that Tanks have to dump their points for a long time into defense related bonuses for their role. Technically the new system would support tanks for out of group content better than the old system, but the XP courve and the huge amounts of CP required will make it unlikely for many tanks to reach that point any time soon. This reduces the choices to either respec or not having any offensive CP support for that type of content at all.
  • Sangwyne
    Sangwyne
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    Why on earth is the tank who is supposed to lead the group now the slowest character? ls it for a realistic experience? Who is playing ESO for a realistic experience?
    Agreed, I'm all for realism in games but not at the expense of player enjoyment, and unfortunately it looks like it was decided that not only would tanks' mitigation and sustain be targeted, but overall playability of the role as well, through the nerfs to move speed, detection radius, and more.
    Grimick wrote: »
    You have it backwards. Tanking is so easy that I can tank just about any vet dungeon on my DPS. Maybe if they make tanking harder or more interesting I would play a tank again.

    The main reason for fake tanks is because 1. Tanking is easy 2. The queue is most full of "fake" DPS players, so somebody has to be the DPS in the group. Tanking for "fake" DPS players is just way too painful.
    I don't know that I agree with this assessment, in Frostvault for instance the ogres, which are just some of the regular adds, hit me for over half of my 45k HP even while blocking, and I have 65% block mitigation. If I don't block their crushing attack, I simply die. No way a DPS with sub 20k HP and probably no more than 50% block mitigation is tanking that attack, block or no, and those aren't even the bosses. Really doesn't seem like you have much experience in this regard, and honestly comes across as simply trying to stifle the conversation around the changes to tanks. I welcome criticism, and maybe I am doomsaying a little too much about all the nerfs, but if tanking was so easy, people would be playing it, and they aren't. I for one am not looking forward to them making tanking "harder or more interesting" when the task itself is already so frustrating.
    Xebov wrote: »
    I think you are missing 2 important points.

    1.) You need a much higher CP level now to fully fill out the role. In addition the stars change from diminishing returns to linear increase. This means that a tank at 50% of the max needed CP for the role will only have 50% of its bonuses. In the old system that value is higher because it grows faster on lower CP and then reduces its growth the closer you get to max CP.

    2.) Tanking is only a valid role in group content (Dungeons, Trials, Group Arenas), but outside of this (Overland, World Bosses, Quests, Public Dungeons, Delves, Solo Arenas) its not realy supported. Many players that main a Tank already have DD gear and setups for that content

    I am honestly looking forward to the changes, giving people more base resources and increasing weapon/spell damage by 1000, because it will mean I can finally invest points into health and do overland content without hitting like a wet noodle and having to respec to avoid 30 minute fights. I am worried though that the redistribution of stats will lead not only to DPS feeling tankier and deciding they don't need tanks in dungeons (and we already have fake tanks), but to actual tanks feeling like they simply aren't able to cope with the incoming damage in some of these vet dungeons and trials anymore. I like the distribution of roles and feel like the game gains something by not having just multiple variations of the same roles; the implementation of Ring of the Pale Order already made healers feel less valued in certain content, and it seems like they're trying to do the same with tanks.
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