Artemis_X_ wrote: »Sadly I suspect there is so little feedback on the forums from tanks, not because they like this patch, but because there just are so few left.
There was feedback, generally of the “let’s make life even worse for tanks” variety.
Specifically they wanted heavy armor to also do less damage on top of everything else.
etchedpixels wrote: »Artemis_X_ wrote: »Sadly I suspect there is so little feedback on the forums from tanks, not because they like this patch, but because there just are so few left.
There was feedback, generally of the “let’s make life even worse for tanks” variety.
Specifically they wanted heavy armor to also do less damage on top of everything else.
That aspect makes sense as does the sneak one. The problems are the speed debuffs and the overkill dodge changes. Those also sort of make real world sense but they ruin dungeon play.
If you are a tank then (at least on PC - console is going to be horrible) you use dressing room. On my Warden tank I press one button and my skills and gear change. I'm now wearing pure medium proc sets. With the warden buffs kept up I'm doing real world overland 12-15K single target (no change) and up to 50K on trash packs (again seems about the same). I could probably boost that with the update because the extra health means I could drop the tank health a little bit easily. That's a tank with a whopping 18 stamina venomous smite, defiler and valkyn skoria - which is probahbly quite a poor choice of helm.
In this game as the quote goes - "Clothes maketh the man"
Let me give you a feedback as a main tank who have several trifectas in dungeons and few HMs in trials.
The new CP is a bomb. Ton more HP, 75% damage mitigation in block and more stam/mag/health regen. I am like 1120 CP, so nowhere near to optimal CP optimalization, but even that I didn't had a single problem with resources. I usually wear sets to buff my DDs. So for example in dungeons with my group of friends I use yolnak, now the new behemoth monster set and galenwe if with healer. Olorime + vateshran void bash if 3DDs. In trials our group uses now the new Behemoth, Yolnak, Worm/Galenwe. Possibly going to try the Assault/Yolank + MK.
In dungeons I had zero problem with sustain even on 3dds, so zero support for a tank.
Instead of a tri-stat food now I use two-stat food (magicka + stamina, no regen) and still no issues. If you have any issue, you can use stam+ stam regen kind of food I guess (you won't regen any stam in block tho).
Anyway, I am happy with the changes to the tank. I don't feel useless or like I am dying all the time to the sustain or so. To add I am playing Nord and DK. Nord has been nerfed with the resistances and even after that I am at cap with spell resist and around 28-29k on physical resist. With the buff of course.
So in my opinion I don't think tanks should struggle nor there is a hate towards tanks from ZOS. I think that tanks now are in better place than before Markarth.
If I should think of one bad reason I might agree that the block/dodge cost is pretty high, yes, but new CPs make it better. With the free roll every 30s and some block/dodge stam cost reduce.
So don't immediately assume there is a hate towards tanks if you didn't even try to make it work or set up your CPs correctly. If you are not a good tank to begin with than that is a problem too, if you didn't tank enough content to know exactly, what your character needs or how things work. As a tank you have to HA a lot to regen stam, usually one after every enemy HA.
I am happy with the changes.
You can thank pvp cry threads about unkillable tanks for this.
Ceejengine wrote: »I dont mind the changes. I enjoy the new CP system. I actively look forward to gaining new CP points. I feel the new system creates tangible improvements I can immediate see and feel.
I think the run speed penalty on heavy armor is more a hindrance to the rest of my team in pve than anything though. It doesn't create any dynamic events or tactical decisions.
If I sprint with everyone else to the boss, I'm the last to arrive and I'm at half stamina. If we want to go into a boss at 100% we have to stand around while I regen. It consistently takes the gusto out of my friends and I.
Personally, I think that is the only penalty I'd like to see being reconsidered for outright removal. Maybe have it so while a member of your party is in combat (or amber of your faction within x meters) then your speed is reduced. Outside of combat its just goofy and annoying.
I also noticed that my resistances are down across the board on all 4 of my tanks, and by increasing the magic damage I take, I'm very quickly shredded in battlegrounds by casters, which I believe are the most prominent builds.
That shoehorns me into using the Lady, which is fine, but I sacrifice a lot of damage to be able to survive and slow others down while my team succeeds, and now I feel as though that role that I enjoyed filling has closed permanently.
I personally find it weird that tank armor increases damage suffered, but I do understand the rock-paper-scissors style you're going for.
My major issue is that magic shreds me, and makes are at a range, and I move slower and require more resources to sprint.
Again, if you drop the move speed penalty (another idea is just make it so while wearing heavy armor, bonus movement speed is reduced instead of base sprint speed, ie Expedition grants 1% less per heavy piece), then it probably wouldn't be such a hard counter.
I do understand the need to remove immortal tanks for pvp because it is a nightmare to play against, but I believe that the increase in magic damage sufferedLet me give you a feedback as a main tank who have several trifectas in dungeons and few HMs in trials.
The new CP is a bomb. Ton more HP, 75% damage mitigation in block and more stam/mag/health regen. I am like 1120 CP, so nowhere near to optimal CP optimalization, but even that I didn't had a single problem with resources. I usually wear sets to buff my DDs. So for example in dungeons with my group of friends I use yolnak, now the new behemoth monster set and galenwe if with healer. Olorime + vateshran void bash if 3DDs. In trials our group uses now the new Behemoth, Yolnak, Worm/Galenwe. Possibly going to try the Assault/Yolank + MK.
In dungeons I had zero problem with sustain even on 3dds, so zero support for a tank.
Instead of a tri-stat food now I use two-stat food (magicka + stamina, no regen) and still no issues. If you have any issue, you can use stam+ stam regen kind of food I guess (you won't regen any stam in block tho).
Anyway, I am happy with the changes to the tank. I don't feel useless or like I am dying all the time to the sustain or so. To add I am playing Nord and DK. Nord has been nerfed with the resistances and even after that I am at cap with spell resist and around 28-29k on physical resist. With the buff of course.
So in my opinion I don't think tanks should struggle nor there is a hate towards tanks from ZOS. I think that tanks now are in better place than before Markarth.
If I should think of one bad reason I might agree that the block/dodge cost is pretty high, yes, but new CPs make it better. With the free roll every 30s and some block/dodge stam cost reduce.
So don't immediately assume there is a hate towards tanks if you didn't even try to make it work or set up your CPs correctly. If you are not a good tank to begin with than that is a problem too, if you didn't tank enough content to know exactly, what your character needs or how things work. As a tank you have to HA a lot to regen stam, usually one after every enemy HA.
I am happy with the changes.
I share your sentiment. My biggest complaint is that I'm the last one there when sprinting to the next boss in a dungeon.
BXR_Lonestar wrote: »You can thank pvp cry threads about unkillable tanks for this.
Nothings wrong with unkillable tanks in PVP though. I play PVP 1-2x a week pretty regularly and I can say I really don't care if a guy is unkillable. What I care about is the unkillable guy being able to ALSO do damage. This could easily have been addressed by having heavy armor wearers incur a global damage penalty through battle spirit.
amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Moonsorrow wrote: »Experienced tanks sustain and survive just fine this update.
Also, if not know how to live with stam management yet, use the easy solution of running SnB/Ice staff back bar so you can block there when needs (and regain stam) with magicka cost. Juggle between the bars and you'll be fine.
Pve players are so funny. You can never admit nerfs sometimes happen because of pve, it's only ever pvps fault. I'm sure zos has loved that tanks can completely self sustain HM dungeons with no healer needed for quite a long time now. Just because you the player doesn't see that as a problem doesn't mean the devs don't.
Pve players are so funny. You can never admit nerfs sometimes happen because of pve, it's only ever pvps fault. I'm sure zos has loved that tanks can completely self sustain HM dungeons with no healer needed for quite a long time now. Just because you the player doesn't see that as a problem doesn't mean the devs don't.
Pve players are so funny. You can never admit nerfs sometimes happen because of pve, it's only ever pvps fault. I'm sure zos has loved that tanks can completely self sustain HM dungeons with no healer needed for quite a long time now. Just because you the player doesn't see that as a problem doesn't mean the devs don't.
By that context, I could say the same about every pvp gripe. "Why was my dps nerfed?!?" "Well, maybe too much damage in PVP, give the healers a reason to spend mana."
And I am sure zos also loves dungeons where the tank is only required for the cue, which the majority of my dungeons experiences have been this far. So under another point of view, dps is too high mayhaps?
It can go both ways you know. And just going back in pages, I see far more complains from one side.
amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Pve players are so funny. You can never admit nerfs sometimes happen because of pve, it's only ever pvps fault. I'm sure zos has loved that tanks can completely self sustain HM dungeons with no healer needed for quite a long time now. Just because you the player doesn't see that as a problem doesn't mean the devs don't.
amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
ForzaRammer wrote: »Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
But no sets in this game lower block cost. The closest to help perma block stam sustain are some medium set, with very mediocre performance compare to say 25% block cost reduction.
Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
the1andonlyskwex wrote: »Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
Pretty much this.
I'm convinced that some of the recent changes are intended to reduce the buff-bot PvE support meta. For a long time, tanks and healers have been able to build almost entirely as buffers for DPS while still being able to fulfill their actual roles as tanks and healers. The recent changes seem like an attempt to force them into more "selfish" builds.
I, for one, welcome the possibility that I'll be able to build my healers to actually heal for a change, instead of being expected to focus exclusively on group DPS buffs. Let the DPS buff themselves / each other for a change.
amm7sb14_ESO wrote: »the1andonlyskwex wrote: »Luckylancer wrote: »amm7sb14_ESO wrote: »Because this game and its community cater to DPS exclusively. That's why tanks aren't even allowed to wear the sets that are designed for them, because we are just expected to roll the sets that DPS can't be bothered to.
Why you are not allowed to wear sets that are designed for tanks? Maybe PvE tanks are so OP, they dont need them and instead they use damage increasing sets.
Overoperforming tank meta---> we cant use our sets
Tanks nerfed---> devs hate tanks
You cant be happy no matter what devs do
Pretty much this.
I'm convinced that some of the recent changes are intended to reduce the buff-bot PvE support meta. For a long time, tanks and healers have been able to build almost entirely as buffers for DPS while still being able to fulfill their actual roles as tanks and healers. The recent changes seem like an attempt to force them into more "selfish" builds.
I, for one, welcome the possibility that I'll be able to build my healers to actually heal for a change, instead of being expected to focus exclusively on group DPS buffs. Let the DPS buff themselves / each other for a change.
If this is the outcome of the changes, then sure. But right now, with the heavy armor penalties to tanking, and the medium armor bonuses to tanking (extra block????) it seems as tho we are being railroaded into medium / tanks are being punished in favor of more DPS
@the1andonlyskwex -
I respect your opinion, but I respectfully disagree. From a low cp viewpoint, its worse off for tanks right now
the1andonlyskwex wrote: »[
I'm convinced that some of the recent changes are intended to reduce the buff-bot PvE support meta. For a long time, tanks and healers have been able to build almost entirely as buffers for DPS while still being able to fulfill their actual roles as tanks and healers. The recent changes seem like an attempt to force them into more "selfish" builds.