I am not mistaking, I fully understand how tanking is SUPPOSED to work in ESO but it only works on paper. In practical terms it does not work so well, this is easily observable daily. There is a lot of...well people running around like a chicken with it's head cut off. Simply, the tools do not exist for the tank to "bring coordination" to the fight. In fact the essence of ESO combat is extremely uncoordinated and that is because the roles are not clearly defined, meaning DPS and healers are "designed" to off tank mobs, except this does not always work, which is why we can res during battle. A lot of the core combat mechanics in this game are poorly designed, this is observable. If tanks had more utility, namely in an AOE taunt, much of these issues could be resolved.
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.
Just because people are getting through encounters and have been since the games inception, does not mean everything works smoothly or need no change.
I agree that content should be more punishing. I have asked this myself in the past though plenty of people, especially ones that prefer to play as lonely wolf are heavily against that. Just look here in the forum. There is a request by someone who more or less demands that everything should be soloable because he does not want to play with other players ... in an MMO ... Sure, everyone should have the freedom to play like s/he wants, though it is questionable whether designers should fulfill every wish. The easy open-world experience is for sure geared towards players that only log in every once in a while, and that is fine to me to some degree but it also doesn't teach the players to get better, which often results in random vet dungeons with DDs barely passing 6k DPS.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.
You forget that plenty of alts aren't maxed out yet, don't wear perfect gear and stuff and I have seen plenty of runs were people were dying because they haven't had unlocked their heal yet. Not every melee goes to Cyrodiil at level 10 and unlocks his vigor, sorcs don't have their shield ready at level 10 and so on. But the fake-tanks I have had the "pleasure" to run with didn't care at all. Their though was probably only "Noob" if they even noticed the death of his group mate at all. And this showcases just the ignorance of those. This is clearly not a learn-the-mechanics issue. How shoud a level 10 sorc with no form of healing or shielding survive being slaughtered by 3-5 mobs at once? And trust me, today I had such a lucky guy in my group and guess what, the "tank" was just laughing at this "Noob".trackdemon5512 wrote: »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.
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.
I am not mistaking, I fully understand how tanking is SUPPOSED to work in ESO but it only works on paper. In practical terms it does not work so well, this is easily observable daily. There is a lot of...well people running around like a chicken with it's head cut off. Simply, the tools do not exist for the tank to "bring coordination" to the fight. In fact the essence of ESO combat is extremely uncoordinated and that is because the roles are not clearly defined, meaning DPS and healers are "designed" to off tank mobs, except this does not always work, which is why we can res during battle. A lot of the core combat mechanics in this game are poorly designed, this is observable. If tanks had more utility, namely in an AOE taunt, much of these issues could be resolved.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.
Just because people are getting through encounters and have been since the games inception, does not mean everything works smoothly or need no change.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.
I am not mistaking, I fully understand how tanking is SUPPOSED to work in ESO but it only works on paper. In practical terms it does not work so well, this is easily observable daily. There is a lot of...well people running around like a chicken with it's head cut off. Simply, the tools do not exist for the tank to "bring coordination" to the fight. In fact the essence of ESO combat is extremely uncoordinated and that is because the roles are not clearly defined, meaning DPS and healers are "designed" to off tank mobs, except this does not always work, which is why we can res during battle. A lot of the core combat mechanics in this game are poorly designed, this is observable. If tanks had more utility, namely in an AOE taunt, much of these issues could be resolved.
[snip] I know plenty of tanks who do not see any needs in any AE-taunt ability. Even here in the thread several people have posted that they don't need such a feature. Just because you had one in WoW doesn't mean ESO needs one to. The mechanics here are totally different. WoW had a threat mechanic where you literally had to fight for the attention and certain skills produced more agro than others and so on. And taunt also set you on top of the threat-table. ESO is different here and very simplistic. Its taunt mechanic lasts for quite some time, more than you actually need. It is more than enough to taunt mob after mob do some other stuff and return to taunting each mob.
Things tanks can use:
Talons (DK), Gripping Shards (Warden), Chains (DK), Silver Leash (Fighters Guild), Frozen Device or Frozen Retreat (Warden), Beconing Armor (Necro), Fossilize/Shattering Rocks (DK), Eruption (DK), Caltrops (Assault-Tree), Agony Totem (Necro), Ghostly Embrace/Empowering Grasp (Necro), Suppression Field/Absorption Field (Sorc), Rune Cage/Defensive Rune (Sorc), Streak (Sorc), Bolstering Darkness/Veil of Blades (NB), Mass Hysteria/Manifestation of terror (NB), Debilitate/Crippling Grasp (NB), Binding Javelin (Templar), Explosive Charge/Toppling Charge (Templar), Solar Prison (Templar), Reflective Light (Templar), Living Dark/Unstable Core (Templar)
Most of those abilities either slow mobs for a short moment or immobilize them so you can pick them up one by one. Each class has at least one spell that can be used for that. Sure, DK, Warden and Necro have, at least IMO, the better overall arsenal available but that does not mean that the other classes are somehow unable to tank. It is just a bit more challenging. But this is simlar to WoW. Tanking on certain classes was different/more challenging than on other classes.
What you basically demand is a way that tanks have instant agro reagardless what they do. This is compareable with when WoW changed tanking to just apply rend and thunderclap and have instand agro of all 10 mobs nearby. That was dull, that made people just brainless as regardless what they did they couldn't get off the agro from the tank. Tanking was also made very boring that way. Just compare tanking in Classic/BC with the stuff that came later on, not sure if it was in Cata or Pandaria, but it was just dull and could be done by anyone smashing some buttons without any effort put into the character.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.
Again, you don't need to taunt every trash mob. Use one of the CC abilities in your arsenal or slow them down and then pick up mobs. People haven't had much of problems in all these years. I still remember my first time at level 10 back after ESO launched when I entered Banished Cells and my first thought was also [snip], how am I supposed to tank all of the 6-8 adds there, but you actually don't have to. Run in, apply your CC and start picking up mobs one by one. Usually before you reach the last mob, plenty of mobs, taunted and untaunted, are already dead. Especially nowadays where they are a simple, brainless push-over.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.
Just because people are getting through encounters and have been since the games inception, does not mean everything works smoothly or need no change.
The toolkit is fine, you just need to learn how to use it properly. As mentioned evey class is able to tank, some are more easy-mode some are a bit more challenging but every class is able to tank and no-class actually requires an AE-taunt. That particular boss you are talking about can actually be soloed as a tank, though it takes some time and potions. But I have done that boss on serveral alts as well and especially on my tanking alts never had major problems on that boss. Maybe because I played the bosses when everyone was farming those for the daily quests or what not but especially if multiple random people of various levels are doing that encounter, you can't protect everyone. Last time I did the boss with a level 30ish random that asked me whether I can help on that boss. That poor guy died a couple of times but after about 20 minutes we had this boss down.There are always some people afking or not using buff-food and thus die instantly when touching a red area or what not. But this is just how things are. DLC open world bosses are for sure not the typical push-over content that the non-DLC areas have and people finally have to adept to that.I agree that content should be more punishing. I have asked this myself in the past though plenty of people, especially ones that prefer to play as lonely wolf are heavily against that. Just look here in the forum. There is a request by someone who more or less demands that everything should be soloable because he does not want to play with other players ... in an MMO ... Sure, everyone should have the freedom to play like s/he wants, though it is questionable whether designers should fulfill every wish. The easy open-world experience is for sure geared towards players that only log in every once in a while, and that is fine to me to some degree but it also doesn't teach the players to get better, which often results in random vet dungeons with DDs barely passing 6k DPS.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.
In the end though, it is for sure a game design issue which is based on some economic decisions but the last thing we tanks really need is an ae-taunt IMO. If so they should reevaluate the block mechanic first which absorbs to much damage IMO and the one or other block-or-you-die mechanic, especially when servers are laggy and therefore the client doesn't propagate the animation telegraph. That was actually the reason why I quit ESO 3 years ago out of frustration because the group demanded constant support which only is possible by dropping block and if the ability isn't telegraphed beforehand by the boss I continue with the support and got one-shotted through and through. I even had to stream that as people in my raid thought I made things up. And server didn't improve that much since then TBH.You forget that plenty of alts aren't maxed out yet, don't wear perfect gear and stuff and I have seen plenty of runs were people were dying because they haven't had unlocked their heal yet. Not every melee goes to Cyrodiil at level 10 and unlocks his vigor, sorcs don't have their shield ready at level 10 and so on. But the fake-tanks I have had the "pleasure" to run with didn't care at all. Their though was probably only "Noob" if they even noticed the death of his group mate at all. And this showcases just the ignorance of those. This is clearly not a learn-the-mechanics issue. How shoud a level 10 sorc with no form of healing or shielding survive being slaughtered by 3-5 mobs at once? And trust me, today I had such a lucky guy in my group and guess what, the "tank" was just laughing at this "Noob".trackdemon5512 wrote: »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.
I also don't want to waste time in dungeons when tanking. And I'm for sure also a bit on the faster end of the spectrum in terms of progressing through the dungeons, BUT if one of the members of the group wants to do his quest or asks for the optional bosses I do that for them. Treat others like you want to be treated. I also like when I'm in a group with an alt character and people wait a short moment before pulling a boss so that I can progress with the quest or things like that. These are usually also only seconds the group might lose.
I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
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 used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
BXR_Lonestar wrote: »There's already a host of sets that can give you this effect. I think it is the Tormenter set from, the void bash set from Vateshraan hallows, and the Rush of Agony set from the Dread Celler. All of those sets have mechanics to either agro a group or pull a group in to the tank. If your struggling with group tanking, just use one of those sets.
It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way. I just didn't want to use names but also wanted to give players an example to relate to. That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
I think I agree with the sentiment of those that think this would make tanking boring. It can already be quite boring on some bosses, and with this feature I could just tape down my right mouse button, set up a macro for buffing and debuffing, wear the monster set that chains in the ranged adds, and drink beer during dungeons... so to save me from becoming an alcoholic I vote "no" on this feature.
It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
Can you imagine it on default on a fake DPS or even a real tank, then you get the ogre fight in scale caller or the fight with 3 bosses in march of sacrifice all with those pain in the ass aura's that stack to make them stronger as example?
It would tie the hands of a real tank since any damage they do would now taunt the other bosses, meaning they would be less likely to use debuff skills on the extra bosses due to a lot of them dealing some form of damage.
As for the fake tanks depending on who you get, you just end up with repeated group wipes due to them dragging all the bosses together.
Would I mind if they added a group taunt no, do I like the way the OP suggested as an alternative no. To me the mob density in this game is far too low to need a group taunt, only ever been a handful of dungeons where I have needed to taunt a number of dangerous ads in addition to the boss, I would likely just end up using a group taunt for kill grinding.
I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way. I just didn't want to use names but also wanted to give players an example to relate to. That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
I would suggest that the "weak DPS you are referring to is the one that can use some help in the form of guidance and experience so they learn how to play better is in no way a justification for the suggestion made in this thread or an AoE taunt of any kind.
I'd love an AOE taunt or something in some dungeons especially Depths of Malatar
I think I agree with the sentiment of those that think this would make tanking boring. It can already be quite boring on some bosses, and with this feature I could just tape down my right mouse button, set up a macro for buffing and debuffing, wear the monster set that chains in the ranged adds, and drink beer during dungeons... so to save me from becoming an alcoholic I vote "no" on this feature.It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
Can you imagine it on default on a fake DPS or even a real tank, then you get the ogre fight in scale caller or the fight with 3 bosses in march of sacrifice all with those pain in the ass aura's that stack to make them stronger as example?
It would tie the hands of a real tank since any damage they do would now taunt the other bosses, meaning they would be less likely to use debuff skills on the extra bosses due to a lot of them dealing some form of damage.
As for the fake tanks depending on who you get, you just end up with repeated group wipes due to them dragging all the bosses together.
Would I mind if they added a group taunt no, do I like the way the OP suggested as an alternative no. To me the mob density in this game is far too low to need a group taunt, only ever been a handful of dungeons where I have needed to taunt a number of dangerous ads in addition to the boss, I would likely just end up using a group taunt for kill grinding.I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way. I just didn't want to use names but also wanted to give players an example to relate to. That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
I would suggest that the "weak DPS you are referring to is the one that can use some help in the form of guidance and experience so they learn how to play better is in no way a justification for the suggestion made in this thread or an AoE taunt of any kind.
That end fight in Banished Cells II is justification for an AoE taunt right there, on it's own, and is proof this game needs an AoE taunt. Try doing that fight as a tank in a pug with low DPS. Nobody deserves to go through that. Not even a convicted felon.
I think I agree with the sentiment of those that think this would make tanking boring. It can already be quite boring on some bosses, and with this feature I could just tape down my right mouse button, set up a macro for buffing and debuffing, wear the monster set that chains in the ranged adds, and drink beer during dungeons... so to save me from becoming an alcoholic I vote "no" on this feature.It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
Can you imagine it on default on a fake DPS or even a real tank, then you get the ogre fight in scale caller or the fight with 3 bosses in march of sacrifice all with those pain in the ass aura's that stack to make them stronger as example?
It would tie the hands of a real tank since any damage they do would now taunt the other bosses, meaning they would be less likely to use debuff skills on the extra bosses due to a lot of them dealing some form of damage.
As for the fake tanks depending on who you get, you just end up with repeated group wipes due to them dragging all the bosses together.
Would I mind if they added a group taunt no, do I like the way the OP suggested as an alternative no. To me the mob density in this game is far too low to need a group taunt, only ever been a handful of dungeons where I have needed to taunt a number of dangerous ads in addition to the boss, I would likely just end up using a group taunt for kill grinding.I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way. I just didn't want to use names but also wanted to give players an example to relate to. That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
I would suggest that the "weak DPS you are referring to is the one that can use some help in the form of guidance and experience so they learn how to play better is in no way a justification for the suggestion made in this thread or an AoE taunt of any kind.
That end fight in Banished Cells II is justification for an AoE taunt right there, on it's own, and is proof this game needs an AoE taunt. Try doing that fight as a tank in a pug with low DPS. Nobody deserves to go through that. Not even a convicted felon.
I am assuming you are speaking of vet HM, not normal. Since it has been tanked successfully a great many times, tens of thousands if not hundreds of thousands of times, since the game has launched it is clear that fight is not a justification for an AoE taunt. If anything else, a novice tank will improve their skill by tanking that fight.
I have been playing ESO for less than a year, just started tanking recently, and have tanked that fight for the HM clear without issue.
With a pug group it is simple, kill all daedroth until the boss hits X health. Then hold off on boss until the daedroth are being held by the gank. Then execute boss. This is the advice my guild gave me when I first tanked that fight. Granted, it assumes the players pay attention but their lack of doing so is not justification for an AoE taunt.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way.
That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
That end fight in Banished Cells II is justification for an AoE taunt right there, on it's own, and is proof this game needs an AoE taunt. Try doing that fight as a tank in a pug with low DPS. Nobody deserves to go through that. Not even a convicted felon.
I'd love an AOE taunt or something in some dungeons especially Depths of Malatar
It does help - immensely - in that one.
In fact: I did that one on Veteran just the other day wearing Torment Set and it was like night and day when compared to doing it with a crappy single target taunt. So much more enjoyable as a tank. Though I did have to fall back to spamming Inner Rage on the guy who clones.
Try pugging it in a group with low DPS where killing all the Daedrath is not an option as they spawn faster then the group can kill them. Then get back to me. Because no tank should ever have to suffer that much.
And the very last thing that fight will do is improve a novice tank. It will traumatize them more likely and create one less tank in Tamriel. It certainly won't teach them anything of value except that sometimes pugging can suck monkey _____.
There are other fights too I that I would argue justify a group taunt. The Dark Orb fight in Depths of Maltarr is another good example. Having a group taunt on that fight made that one so much more fun to tank.
Adding an AoE taunt to this game would just generally improve the quality of life for tanks in this game.
It's like I said earlier, there are reasons so few people like to play tanks on this game, and this one of them.
So I have come to the conclusion - after experimenting with AoE taunts for a few months now - that there is just no good reason not to add one. It makes tanking so much more enjoyable, especially when playing with defensively weak party members who need group-wide tanking to survive. If you don't need or want to use one, that's fine. I'm not suggesting tanks should be forced to use one. But there needs to be that option for those who do.
I think I agree with the sentiment of those that think this would make tanking boring. It can already be quite boring on some bosses, and with this feature I could just tape down my right mouse button, set up a macro for buffing and debuffing, wear the monster set that chains in the ranged adds, and drink beer during dungeons... so to save me from becoming an alcoholic I vote "no" on this feature.It would solve the fake tank problem on random normal dungeons if this was on for whoever queued as tank. Then they'd have to do the job the signed up for.
Can you imagine it on default on a fake DPS or even a real tank, then you get the ogre fight in scale caller or the fight with 3 bosses in march of sacrifice all with those pain in the ass aura's that stack to make them stronger as example?
It would tie the hands of a real tank since any damage they do would now taunt the other bosses, meaning they would be less likely to use debuff skills on the extra bosses due to a lot of them dealing some form of damage.
As for the fake tanks depending on who you get, you just end up with repeated group wipes due to them dragging all the bosses together.
Would I mind if they added a group taunt no, do I like the way the OP suggested as an alternative no. To me the mob density in this game is far too low to need a group taunt, only ever been a handful of dungeons where I have needed to taunt a number of dangerous ads in addition to the boss, I would likely just end up using a group taunt for kill grinding.I used to be indifferent to the idea of an area taunt. But I've come to the conclusion it is actually needed on this game. There are a lot of fights (banished cells 2 final boss for example) that can be an absolute nightmare with single target taunts. There is also the game's targeting system itself to take into account, which is frequently obstructed and not ideal for picking out specific targets from a pack. It also makes it very difficult to play with defensively weak party members who really need all the mobs tanked to stay alive.
Ever thought that this more or less chaotic fight towards the end is actually intended by the devs?
Lets take an other fight in comparison, which is actually similar in style. The mage in Aetherian Archive. A tank here usually doesn't tank the boss here but weapons that spawn during the fight. The spawn locations of the weapons can more or less be controlled by taunting the boss as then she will look at the tank and the weapons will spanw left and right of her. If you have a low-damage group, you might be forced to tank 5 or more weapons. And they might kill you if you run out of resources, and they will for sure kill non-tank classes. Especially when you do hardmode and the attronachs are added to the mix the whole situation might quickly get unmanageable for inexperienced tanks. An AE taun for sure will be helpful to get control into the situation, though that spell will be used non-stop througout the fight and thus trivialize the content to a degree where any other ability in the tank toolkit is irrelevant. Throw away the melee taunt as it can be replaced with the AE version. Weapons and attronachs in that encounter are a form of DPS and skill check. The more skilled the tank is, the more time s/he gains for the group to kill the mage which also allows not-so top-notch dps-groups to kill her. In the end it boils down how well the tank is able to manage his resources and remember which adds he taunted. But usually the weapons spread around you and you can rotate through them and keep them taunted, which simplifies keeping track of which weapons to taunt. Giving tanks an AE taunt here would trivialize that encounter notably besides allowing tanks to sit behind their shield and taking almost to no damage at all.
Tanking is already relativly easy once you figured out how to deal with multi-mob fights and leraned abilities and spawn-locations of mobs in dungeon/trials. It is not like in WoW where you constantly have to fight for agro and thus have to focus on that particular mob all of the time or perform 2-3 styles per mob and rotate through multiple mobs. Once you taunted you have 15 seconds on that mob where you can do other things and that mob will attack you. You could potentially tank 14 mobs at once without loosing one and without any ae-taunt. Luckily that game doesn't throw that many adds at you at once, and if so some of them are for sure not worth being tanked.For example: I gave up trying to keep my DPS Bastian/Mirri alive with a single target taunt. lol It was maddening and it severely hampers the gameplay of the tank, reducing them to spamming a single move and making the game miserable and boring. I personally have started using the Torment Set and haven't looked back.
You honestly take one of your companions as reason why ESO needs an AE taunt? Really? Don't get me wrong, especially as tank they are helpful when questing solo as they surely help kiling things quicker. But their defensiv behavior is almost non-existing. They use abilities from left to right depending on what is on CD and what isn't but lack the ability to decide what is appropriate in the current situation. Typical example: Red circle below Miri. She dodge rolls into the next red circle and keeps there. This is how smart the AI is.
I was just using companions as an example of a defensively weak DPS who needs pro active tanking. A lot of players are the same way. I just didn't want to use names but also wanted to give players an example to relate to. That's why I say It's mostly theoretical that tanks on ESO are just suppose to run around and taunt the hard hitting mobs. It may sound good, but real life (in game terms) - especially if you pug a lot - doesn't work that way. Maybe in your organized trial runs you can get away with that. But out in the real world you're going to have a lot of failed pugs if you try to tank like that, especially in the harder DLC stuff.
And while it may be "relatively easy" to spam a taunt, it's not particular interesting gameplay either. And you only have 15 seconds if you only taunt one mob. If you taunt multiple mobs that 15 second window becomes considerably shorter.
Like I've said: I've been tanking on this game for years and after using AoE taunting compared to not using it, I've decided tanking is more interesting, effective, and fun on this game with an AoE taunt. There is also plenty of AoE and random damage on this game to keep the DPS on their toes. So I disagree that it turns the game into easy mode or trivializes the content. I believe it enhances the content, especially for the tank, and makes the game better not worse. There are reasons so few people like to play tanks on this game, and this is one of them.
I would suggest that the "weak DPS you are referring to is the one that can use some help in the form of guidance and experience so they learn how to play better is in no way a justification for the suggestion made in this thread or an AoE taunt of any kind.
That end fight in Banished Cells II is justification for an AoE taunt right there, on it's own, and is proof this game needs an AoE taunt. Try doing that fight as a tank in a pug with low DPS. Nobody deserves to go through that. Not even a convicted felon.
I am assuming you are speaking of vet HM, not normal. Since it has been tanked successfully a great many times, tens of thousands if not hundreds of thousands of times, since the game has launched it is clear that fight is not a justification for an AoE taunt. If anything else, a novice tank will improve their skill by tanking that fight.
I have been playing ESO for less than a year, just started tanking recently, and have tanked that fight for the HM clear without issue.
With a pug group it is simple, kill all daedroth until the boss hits X health. Then hold off on boss until the daedroth are being held by the gank. Then execute boss. This is the advice my guild gave me when I first tanked that fight. Granted, it assumes the players pay attention but their lack of doing so is not justification for an AoE taunt.
Try pugging it in a group with low DPS where killing all the Daedrath is not an option as they spawn faster then the group can kill them. Then get back to me. Because no tank should ever have to suffer that much. And the very last thing a fight like that will do is improve a novice tank. It will traumatize them more likely and create one less tank in Tamriel. It certainly won't teach them anything of value except that sometimes pugging can suck monkey _____.
There are other fights too I that I would argue justify a group taunt. The Dark Orb fight in Depths of Malatarr is another good example. Having a group taunt on that fight made that one so much more fun to tank.
Adding an AoE taunt to this game would just generally improve the quality of life for tanks in this game. It's like I said earlier, there are reasons so few people like to play tanks on this game, and this one of them. So I have come to the conclusion - after experimenting with AoE taunts for a few months now - that there is just no good reason not to add one. It makes tanking so much more enjoyable, especially when playing with defensively weak party members who need group-wide tanking to survive. If you don't need or want to use one, that's fine. I'm not suggesting tanks should be forced to use one. But there needs to be that option for those who do, and preferably in the form of an ability that all tanks have access to.
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
Sounds like easy mode. I don't like it.