Sounds like easy mode. I don't like it.
But, there isn't a problem with tanking
But, there isn't a problem with tanking
except for fake-tanks in normal dungeons that use the "other players do this as well" excuse as their only justification after being notified that throughout the dungeon all mobs were tanked by me, a lvl 29 stamina templar alt character with the bare minimum number of skills and some quickly put together items. His argument that he carried the group was also a lie from start to finished as I never felt below 65% of the groups damage, sadly. Oh, and the waiting-time to get into a normal dungeon was less than 3 minutes as DD. I honestly don't like the direction the game is going towards. So much more toxicity and rush-mentality in this game and ZOS is silent on this one. I'm currently evaluating if the direction the game is taking is really worth continuing playing this game. Not sure what really changed in the past 3 years, where I stopped playing ESO till 3 month ago because raiding was almost imposible for me due to constant latency issues and untelegraphed one-shot abilities, that the community became that toxic, but it is certainly something I'm not eager to support on the long run ...
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trackdemon5512 wrote: »“Fake Tanks” are only a problem if you can’t clear content specifically because the group needs a powerful enemy taunted AND can’t survive without.
I can’t think of any add in a casual run that has major hits that can’t be blocked or roll dodged. Simply if ppl learn mechanics on their own most tanks, like healers, are unnecessary in dungeons.
Skill - Threat
Type - Toggle
effect: while this skill is active any enemies you damage will be taunted, whether ability, basic attack, bash, etc. any damage.
further more while active you benefit from Major Toughness and Major Protection, increasing your max health and reducing your damage taken. however you also suffer from major maim, reducing your damage done.
tada
Skill - Threat
Type - Toggle
effect: while this skill is active any enemies you damage will be taunted, whether ability, basic attack, bash, etc. any damage.
further more while active you benefit from Major Toughness and Major Protection, increasing your max health and reducing your damage taken. however you also suffer from major maim, reducing your damage done.
tada
trackdemon5512 wrote: »“Fake Tanks” are only a problem if you can’t clear content specifically because the group needs a powerful enemy taunted AND can’t survive without.
I can’t think of any add in a casual run that has major hits that can’t be blocked or roll dodged. Simply if ppl learn mechanics on their own most tanks, like healers, are unnecessary in dungeons.
None of which is solved by the OP's suggestion.
Skill - Threat
Type - Toggle
effect: while this skill is active any enemies you damage will be taunted, whether ability, basic attack, bash, etc. any damage.
further more while active you benefit from Major Toughness and Major Protection, increasing your max health and reducing your damage taken. however you also suffer from major maim, reducing your damage done.
tada
I like this idea. Give tanks the toolkit to succeed. I am using to holding aggro, ALL AGGRO from mobs to protect the DPS and especially protect the healer in any other MMORPG I have played. I feel naked as a tank in ESO.
I see healers all too often in ESO start getting pounded on by mobs and they start to kite/flee and heal themselves, taking their focus off the tank (or sometimes die). I have tried to pick those mobs up, but the single taunt the game offers takes forever and wastes resources. And now, I am focusing on mobs and not blocking boss attacks.
ESO could definitely use improvement to the tank toolkit. I like to know that I have the tools to protect whomever I PUG with, because some players may not have a food buff, or low health or something and that is not a problem that can always be solved in the middle of combat. Or if someones food buff drops.
I don't know why you're addressing your remark at me?! If you'd read what I commented you should a) know that I main tank and have alt characters of each class that also tank in dungeons regularly and b) that my stance in that particular case is that tanking abilities are fine, maybe except for the mist form nerf which mostly affects end-game raiding and thus I don't see the need for the proposed ability/skill
Tanking in the game works perfectly fine. It does for years. Just because ppl decide to fake tank does not change this.
The problem is that all of you want to be shinny little DD players that want to have a real tank for group content but none of you wants to be the tank. So instead of outnumbering tanks 2:1 you outnumber them 3:1 or 4:1. Then some of you decide you jump in as fake tanks. After that you DDs collectively decide that the problem has to be something with tanking and come up with half eaten ideas that you want to throw over existing tanks without thinking for a split second how it would impact us while at the same time all ideas and complaints from real tanks are completely ignored.
Tanking is fine once you figured out what to do. In dungeons you literally start with a CC and then pick up mobs one by one with a taunt. There is enough time to do other things before you have to retaunt anything. But usually by the time you hit the last mob alive all the mobs are dead by now.
Seeing healers running around with a bunch of mobs attacking him/her is just a sign that the tank didn't do its job.
The only situation where this might be acceptable is on early levels where your toolkit is very limited. But everything above level 30ish doesn't have that excuse.
I dont disagree that this happens, I see it all too often but people are not going to change therefor the game design has to evolve around how people play.This is exactly the problem plenty of people have with "fake-tanks" they just queue to skip minutes of waiting time and get instant-invites. That is just a sign of pure greediness and anti-social behavior as they literally show no respect for and no interest in the group at all and thus ignore the likes and needs of the remaining party members. They now also often force you into boss-combat by rushing through and skipping mobs which has definitely a negative impact on players who want to experience the story. Just read through the forum and you will for sure find enough posts that aren't happy with the current situation.
Thank you, I have been taking for going on 17 years and fully understand the concept on how to tank.
Your explanation works on paper, but this is not what I see in this game or any game. For easily over a decade, DPS have issues waiting for the tanks, even in games like WOW where trash mobs can 3 shot you. I need the ability to pick up mobs FAST and not waiting 7 seconds between GCD for 7 mobs.
And again, it is not about knowing by heart where random mobs may spawn, but it is how you react as a tank to that situation. In trials usually the position of trash mobs is fixed and thus this random element can for the most part be neglected. Taunt lasts 15 seconds. If you tank the world boss what are you actually spending most of those 15 seconds for that you don't have the time to taunt one of the adds? Even if a mob spawns right next to a healer, a more or less decent healer will make some distance to that mob and when being chased will dodge roll once or twice and eventually even get closer to you so you can pick that mob up. Sure, plenty of people end up in panic mode and just do the opposite, but that is more or less their fault. You can't cure stupid. As a tank situation awareness is quite important. Noone expects you to have the agro of all mobs instantly, but they do expect you to pick up mobs in a reasonable amount of time. And this is related to situation awareness. Looking what is happening left and right of you. Position the mobs so that the rest of the group doesn't have to take uncessesary damage and so on.Seeing healers running around with a bunch of mobs attacking him/her is just a sign that the tank didn't do its job.
The only situation where this might be acceptable is on early levels where your toolkit is very limited. But everything above level 30ish doesn't have that excuse.
There are many fights in this game where ads spawn randomly on the playfield. Not the healer, nor the tank, nor the DPS could predict where they spawn. ... Some AOE taunt could work really well there.
I dont disagree that this happens, I see it all too often but people are not going to change therefor the game design has to evolve around how people play.This is exactly the problem plenty of people have with "fake-tanks" they just queue to skip minutes of waiting time and get instant-invites. That is just a sign of pure greediness and anti-social behavior as they literally show no respect for and no interest in the group at all and thus ignore the likes and needs of the remaining party members. They now also often force you into boss-combat by rushing through and skipping mobs which has definitely a negative impact on players who want to experience the story. Just read through the forum and you will for sure find enough posts that aren't happy with the current situation.
Perhaps ESO should take a page from WoW's combat design and make it so that tanks have low CD AOE taunts and are intended to hold all mobs aggro and buff the mobs damage so that players get 2 shot. This might stop fake tanks from queuing and would definitely curtail DPS from running ahead. But then we have an issue (as all MMO's do) with not enough tanks...to that I would suggest that parties be 6 person. 1 tank, 1 healer and 4 DPS. Because most players are doing damage, this would help to stretch out the tank population.
trackdemon5512 wrote: »“Fake Tanks” are only a problem if you can’t clear content specifically because the group needs a powerful enemy taunted AND can’t survive without.
I can’t think of any add in a casual run that has major hits that can’t be blocked or roll dodged. Simply if ppl learn mechanics on their own most tanks, like healers, are unnecessary in dungeons.
You clearly didn't get the point. Why do I have to use healing potions to stay alive as pretty much all the mobs are attacking me as the "tank" didn't care at all to at least taunt a single mob? It's like I'm queuing as DD an let anybody else do my job of killing the mobs and I stand in the back and watch them slowly killing stuff. That is more than anti-social. Sadly people refuse to kick players that queued as tank but not doing their job for some unknown reason.
Soloing the dungeon on normal difficulty isn't the problem, but when you group up and refuse to do what you are supposed to do is more or less cheating. And I now report each "fake-tank" or "fake-healer" as cheater as they clearly abused the system to skip some waiting time, which TBH wasn't that terrible at all for DDs. In the past couple month I didn't have to wait more than 5 minutes for a group invitation as DD.
I actually don't care if the tank is a real tank or a fake-tank as long as he's taunting mobs. But seeing people doing stuff "because everyone is doing it" and then straigt out lying that he carried the group when literally most of the damage in that group was done by me, and I was the lowest player in that dungeon, is just a picture of how the playerbase actually turned into. And that is something I don't like. This is an MMO after all where we players should work together and not against each other. But still, what I see each day on my DD alts in normal dungeons is horrific and very discouraging for new players.
Though you do the mistake and expect tanking in ESO should use the same mechanics as it did in WoW, and I tanked in both games as well.
The job of the tank in ESO is mainly to bring coordination to the fight, to position mobs and to have attention of the mobs that bear the greatest danger to the group, which is usually the boss itself or one or two adds. It is definitely NOT the job to tank all mobs or have instant agro of all mobs.
You are correct, its not my fault if DD rush forward to attack the mobs, that is the fault of the games design. Damage dealers would not be so brazen if there were real repercussions in a dungeon, like when dying having to run back from the entrance. The games design funnels the player into being more careless than other games, like wow.If you as tank can't sprint that much as you need to watch out for your stamina and over-ambitious DDs are sprinting forward and die as a consequence, that is NOT your fault. It is your fault though when the healer dies because one or two adds two shotted him/her.
I agree completely, but this is just as much fault of the games design as the games design allows for it.The truth is, most people don't care about mechanics if the content is just a push-over one. And it used to be way more challenging, even on normal. The version we have now is literally fast-food content for people whose attention-span doesn't last for longer than 7 seconds and that can't read and comprehend more than 160 characters at once. In the past it was already possible for 4 DDs, without tank or heal, to rush through dungeons. Though this required the players to be actually good and to some degree coordinated. But now everyone seems to require that for normal dungeon just as they figured out how to solo them on normal difficulty.
And I already stated that a tank does not have the time to take 7 seconds in global cool downs to spam taunt, if their magica/stamina could even put up with it. An AOE taunt would solve this.Seeing healers running around with a bunch of mobs attacking him/her is just a sign that the tank didn't do its job.
Yes, again, I fully understand this. This is why I prefaced that I have been tanking for 17 years, I am not new to this. But as I also already stated, tanks in this game simply do not have the toolkit to cover the way many encounters work. I defer back to the world boss in Blackwood who has the two dogs and spawns teams of whatever they are, that heal the boss.And again, it is not about knowing by heart where random mobs may spawn, but it is how you react as a tank to that situation. In trials usually the position of trash mobs is fixed and thus this random element can for the most part be neglected. Taunt lasts 15 seconds. If you tank the world boss what are you actually spending most of those 15 seconds for that you don't have the time to taunt one of the adds? Even if a mob spawns right next to a healer, a more or less decent healer will make some distance to that mob and when being chased will dodge roll once or twice and eventually even get closer to you so you can pick that mob up. Sure, plenty of people end up in panic mode and just do the opposite, but that is more or less their fault. You can't cure stupid. As a tank situation awareness is quite important. Noone expects you to have the agro of all mobs instantly, but they do expect you to pick up mobs in a reasonable amount of time. And this is related to situation awareness. Looking what is happening left and right of you. Position the mobs so that the rest of the group doesn't have to take uncessesary damage and so on.
I am designer by trade. The failure with the community in ESO comes from the games design, not migrants from wow or any other game. The games design allows for this abuse. I went over this already. If mobs were more punishing, damage dealers would not rush forward as much because there of the reprecussions, but in order for mobs to be more punishing the tank needs to have a greater toolset for more control over the playfield, like in wow or any other MMORPG. The first place to start here, is an AOE taunt, or like the OP described that every ability a tank uses would cause threat generation.I don't expect people to change either, and I predict that this whole case will get worse and worse over time as there is a level of toxicity among the playerbase rising that isn't good for the game at all. If this is somehow related to the issues WoW currently has and their community now exploring other MMOs or might be related to the whole pandemic stuff or something else, I don't know. I only know that ZOS really needs to reevaluate the current system and eventually make normal dungeons a bit more challenging and nerf damage of DPS to a degree where soloing normal dungeons isn't that easy and actually requires group play.
And again, the players are reacting to the games design. Everything we are talking about in regards to how players act, starts and ends with the games design.I still remember before One Tamriel where top DDs were able to do 10 maybe with plenty of luck 12k dps, I was raiding with the guy who surpassed 30k for the first time ever and quit the game almost 3 years ago when top-DDs were roughly able to do 75k DPS. And now, almost 3 years later DDs surpased 200k DPS. There is a constant power-creep in this game that invalidates content, allows you to skip plenty of mechanics and thus dangers and therefore degenerates players to pure DPS machines without any second though on how to improve situation awareness or other important parts of the game. I'm pretty sure most people out there don't know how to play the lunar phase at Rakkhat, final boss of Maw of Lorkhaj (MOL), simply because they were never forced to. This somehow reflects in the way people play and behave in dungeons and injects so much toxicity into the game for no reason.
This, in part is that if tank get all the agro he get problem blocking the boss as he will also block a ton of adds hit who is not needed. If tank get first hit he will soft taunts for some seconds anyway.trackdemon5512 wrote: »trackdemon5512 wrote: »“Fake Tanks” are only a problem if you can’t clear content specifically because the group needs a powerful enemy taunted AND can’t survive without.
I can’t think of any add in a casual run that has major hits that can’t be blocked or roll dodged. Simply if ppl learn mechanics on their own most tanks, like healers, are unnecessary in dungeons.
You clearly didn't get the point. Why do I have to use healing potions to stay alive as pretty much all the mobs are attacking me as the "tank" didn't care at all to at least taunt a single mob? It's like I'm queuing as DD an let anybody else do my job of killing the mobs and I stand in the back and watch them slowly killing stuff. That is more than anti-social. Sadly people refuse to kick players that queued as tank but not doing their job for some unknown reason.
Soloing the dungeon on normal difficulty isn't the problem, but when you group up and refuse to do what you are supposed to do is more or less cheating. And I now report each "fake-tank" or "fake-healer" as cheater as they clearly abused the system to skip some waiting time, which TBH wasn't that terrible at all for DDs. In the past couple month I didn't have to wait more than 5 minutes for a group invitation as DD.
I actually don't care if the tank is a real tank or a fake-tank as long as he's taunting mobs. But seeing people doing stuff "because everyone is doing it" and then straigt out lying that he carried the group when literally most of the damage in that group was done by me, and I was the lowest player in that dungeon, is just a picture of how the playerbase actually turned into. And that is something I don't like. This is an MMO after all where we players should work together and not against each other. But still, what I see each day on my DD alts in normal dungeons is horrific and very discouraging for new players.
The kicker is the tank is designed to only taunt the strongest enemy. ZOS specifically does not want nor will ever implement a group taunt. They’ve said it repeatedly and the comments can be found if searched for.
I fake tank on a dps, only occasionally slotting a taunt if absolutely necessary. You DONT need to use potions. If you learn mechanics as a DPS and slot a self heal (which frankly all DPS should have one) you shouldn’t have a problem. ZOS specifically designed the game so DPS can handle such enemies on their own.
Now if anyone says “why should a DPS slot a self heal” then they should ask themselves why they feel it’s necessary to slap all healing obligations to a healer. Every single dungeon can be done on Vet without a healer yet I don’t see complaints about fake healers.
This has nothing to do with the reason there aren’t tanks in the queue. That reason is twofold: