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SOLUTION LIST - Common Problems in ESO

Gray_howling_parrot
Gray_howling_parrot
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Before I begin, I want to lay out my "credentials" for this game. I've completed most of the difficult content in the game outside of 12-man trial trifectas (Godslayer-like achievements); I've reached > 1700 CP on 2 accounts (PC-NA & PS4/5-NA); I've logged thousands of hours & spent more money than I'd like to disclose (big sadge) on this game. I've played just about every sort of content this game has to offer (PVE small group & large group activities, open world crafting/questing, RP, PVP BGs/cyro/IC, housing & so on); however, I'm definitely biased towards my love for the PvE side of the game, so keep this in mind. This list is meant to be a constructive discussion of how to edge out some of the rough points in ESO that current players, ex-players and spectators of the game have complained about. As always, I'm more interested in seeing what everyone else has for solutions for common issues, but wanted to start a common thread for a number of them. Also, obviously bugs and performance need to get fixed. There's no point coming to this thread and commenting on bugs and performance. Everybody and their cousins for generations to come knows they need to do that. This is for specific things. Please add to this list!! The list is in no specific order, just as things come to mind.

1. Fake tanking & long dungeon queues for DPS

What really lies at the root of this issue? Damage plain and simple. Why do people queue up as fake healers? Because they want to breeze through a random normal realistically with a lot of damage. Why do people queue up as fake tanks? For a faster queue. Why does the queue suck for dps? Because there are not enough tanks & there is a surplus of DPS. Why is this? This is subjective, but this thread is largely subjective and opinionated. It's because tanks aren't fun. Why is it that in ESO, as a tank your only job is to position mobs, CC mobs, keep taunt, and not die? Virtually every other MMO (WoW, FF14, New World, Lost Ark, etc.) has an issue of long queues as dps, but not nearly as bad as ESO. This is because tanks do absolutely no damage. Questing overland & killing overland mobs as a tank is miserable RELATIVE to playing a dps or even healer. It's meant to take longer, otherwise everyone would play tank, but having high-end dps reach > 100k dps and high-end tanks only do 10-15% of that is insane. Even for the average player, the most dps a tank is realistically going to achieve in standard or META tank gear is extremely low. Why not re-do the 1h & shield skill line to add higher damage tooltips?

This is a touchy subject from a PvP standpoint I suppose, but the META rn is tank-heavy regardless. Tanks shouldn't have any burst damage, but sustained dps for PvE content would be fantastic.

Puncture - deals X amount of damage each time you puncture, taunts them, and inflicts Major Breach. Why not add a bleed effect like you would think if you actually stabbed somebody with your sword?

Low Slash - deals X amount of damage each time you puncture, and inflicts them with Minor Maim. Same thing? Add a separate bleed that stacks with puncture.

Defensive Posture - this is a defensive ability, and shouldn't be changed (in my opinion fundamentally for the sake of this proposal)

Shield Charge - this ability rushes an enemy, dealing X amount of damage and stunning them for 3 seconds. Make this leave an AOE DOT on the ground similar to stampede, but make it do less damage (60-70% of stampede). Also, make this an AOE stun/group taunt that you can use to rush into enemies, but you have to be a certain distance away from them to use, so it cannot be used repeatedly.

Power Bash - hit an enemy with your shield dealing X damage, considered an interrupt. Make this apply another DOT of some sort.

Ultimately, what I would really like to see is tanks pulling a consistent 20-25k dps. For random normal dungeons, for doing pledges, for doing overland content, this will make SO many people want to play tank. You can achieve > 5-6x that on a dps character. Why not make it actually fun to play a tank? How do you level a tank? You either spam dungeons or you do overland content as a dps. What happens if you have 2 brand new players as your 2 dps in a dungeon? That dungeon is going to take FOREVER. Damage is king in this game. Give tanks more damage like literally every other MMO on the market.

2. Fake role queueing

This is a different discussion entirely from the previous one, but my solution here is to prevent you from being able to use the group finder to queue for a role that you are not. If you want to run 3 dps 1 healer, 3 dps 1 tank, or 4 dps group comps in a dungeon, form your own group with that intention. But if you're using a platform given to us by the developers like thr group finder, all new players and many current players expect to play with 1 tank, 1 healer and 2 dps. How do you fix this?? Utilize the skills advisor system - that thing that most of us turn off right when we make a new character. On a warden for example, there are 4 primary skill advisor templates:

Beast caller - role is damage, primary armor is light, primary stat is magicka
Savage stalker - role is damage, primary armor is medium, primary stat is stamina
Guardian of the wild - role is tank, primary armor is heavy, primary stat is health
Master herbalist - role is healer, primary armor is light, primary stat is magicka

IF you are a magicka-based (largely-based) DPS character, you should be forced to wear AT least 5 pieces of light armor. If you are labeling yourself as "beast caller" in this instance, the dungeon finder will know based on your armor and your skill advisor selection that you are a dps. You would then be UNABLE to queue as a tank or healer. Once you are queued, you are locked into this DPS role, you cannot change your armor or anything without unqueueing first and once you are in the dungeon, you must keep on that ratio of armor to prevent people from queueing as tank and then switching armor right when they teleport into the dungeon.

3. Seals of endeavor

This system was implemented as a way to create essentially a scapegoat for the finance department at ZOS to say, well you don't HAVE to purchase crown crates, you can earn them in game!! We all know how it really works. The mounts we all really want take close to 7-9 months (don't know the math exactly) to earn and that's if youre logging in daily and doing all the endeavors. #1, open up all challenges - you can complete 5/5 daily challenges and 3/3 weekly challenges. Why isn't this a thing? It doesn't "force" you to do anything. It would speed up this process pretty heavily as well.

I don't forsee this ever being changed, but thought i'd mention it quickly.

4. Class change token

I don't think a class change token is necessary once you understand what the root of the problem is. Before I explain my solution, I want to start off by saying this is **OPTIONAL**. There is no negative to doing this, only positives. It doesn't negatively affect anybody because you can keep things how they are if you are an alt-o-holic OR you can engage in this idea. The reason people want a class-change token is because they want to try other classes without having to level the over-grindy, over-tedious skill lines. Rather than completely revamping them, add more account-wide options to the players (OPTIONS). When you create a character, you should just have the option for account-wide progression OUTSIDE OF certain skill Iines - class skill lines, weapon skill lines, armor skill lines, and crafting skill lines.

Things that I would like to see being account-wide as an OPTION.

World skill lines (legerdemain, excavation & scrying, but NOT soul magic)

Guild skill lines (fighters guild, mages guild, undaunted, thieves guild, dark brotherhood, psijic) - you should have to do all of the associated quests/quest lines to unlock the account-wide option. You shouldn't be able to log in and have level 10 in fighters guild on a level 3 character, but once you complete the quests, it should go to 10 if you've reached that previously on your main

Assault & support skill lines (NOT alliance rank, just the skill lines)

Crafting research - I don't think this should be account-wide until you've researched all traits

Mount training - I don't think this should be account-wide until you've trained up to certain checkpoints (30% and 60% marks respectively in each line; I.e. once you hit 30% in speed on one character, all subsequent characters will be 30% and same goes for 60%) OR you can make this a gold sink similar to inventory space increases and bank space increases, but make it very expensive

5. Achievements

What's the point of these? Just bragging rights? I'm a dirty completionist so i've got well > 40,000 achievement points on my main. But outside of me writing that in this post, what's the point? Add a vendor where you get to purchase mounts, costumes, cosmetics, pets, etc. once you hit certain achievement point thresholds. Every 2500 achievement points, you unlock a new cosmetic item you can purchase only with gold and it's bind on pickup.

ESO YouTube Content Creator & Templar Tank/Healer Main
  • Rex-Umbra
    Rex-Umbra
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    Bots farming mobs. Solution make mobs harder and take longer to spawn.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Rex-Umbra
    Rex-Umbra
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    Cyrodiil stale and boring. Revamp all the keeps to make them all unique add more unique areas to make the battles more exciting.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Rex-Umbra
    Rex-Umbra
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    Overland too easy and getting easier in many ways. Solution increase mob difficulty make the world more dangerous example newer zones you can walk in fire and take no damage where in OG zones fire will kill you. Older zones had harder puzzles and required a little more thinking to complete. Newer zones are just go though the steps listen to dialogue and kill the boss in 5 seconds or have forced things to make the fight go on longer.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Agenericname
    Agenericname
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    I am only going to respond to the part about tanks and tanking.

    I dont think that there's a shortage of tanks in ESO. There's a short in the queue, specifically the normal queue.

    Go to a trial group, or go to several, that are doing vet stuff, and support typically fills up first.

    Go into a random queue as a DD in normal vs vet. Vet typically moves faster. That means that the ratio is more balanced.

    Why? I can only really give you my thoughts, or those that I play with. Normals are boring for a well geared/experienced tank. We arent needed and often arent even wanted. Our +40k investment into health is a waste, they dont need max resists or 18.2k pen. In short, we are overkill.

    If a tank were to modify their build they run the risk of being called a fake tank. The ESO community sometimes has a strange double standard with judging a tank by the health pool, but not a DD by their damage.

    Theyre just not a fun place to be. They're way too easy to need a playstyle that requires such a heavy investment into later in the game. So, I stay in the places where a tank is appreciated (sometimes).
  • Gray_howling_parrot
    Gray_howling_parrot
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    I am only going to respond to the part about tanks and tanking.

    I dont think that there's a shortage of tanks in ESO. There's a short in the queue, specifically the normal queue.

    Go to a trial group, or go to several, that are doing vet stuff, and support typically fills up first.

    Go into a random queue as a DD in normal vs vet. Vet typically moves faster. That means that the ratio is more balanced.

    Why? I can only really give you my thoughts, or those that I play with. Normals are boring for a well geared/experienced tank. We arent needed and often arent even wanted. Our +40k investment into health is a waste, they dont need max resists or 18.2k pen. In short, we are overkill.

    If a tank were to modify their build they run the risk of being called a fake tank. The ESO community sometimes has a strange double standard with judging a tank by the health pool, but not a DD by their damage.

    Theyre just not a fun place to be. They're way too easy to need a playstyle that requires such a heavy investment into later in the game. So, I stay in the places where a tank is appreciated (sometimes).

    Thanks for your response and happy monday!! :)

    While I love that you're doing random vets & queueing for vets, a majority of the population isn't doing vet trials unfortunately - i wish they were! A large majority of the population does mainly normal dungeons and even when queueing (as a DPS) for a vet dungeon (say for pledges), the queues are extremely long. The reason that queues pop nearly immediately for tanks always is due to that shortage and ratio plain and simple. While normal dungeons 100% are boring compared to vet dungeons, when you do your daily dungeon run for transmutes/XP, because there's no difference in rewards, 99% of people will do a random normal, so even you and I who think normal is boring, will still do that content.

    Secondly, to your point about trial groups, again, if you're in a guild or something, finding tanks for vet trials and even PUGs often times, isn't too tough; however, as a WHOLE relative to the population of the game, there absolutely 100% is a shortage of tanks. More often than not, you are going to be waiting around looking for tanks for trials.

    Thirdly, to your point about resource pools, there is no need outside of a couple instances for tanks to have even > 40K hp. Having close to resistance cap and high resource pools is much more vital to a tank's performance than having 60K hp. I never personally judge tanks on anything other than their ability to taunt the boss and stay alive in a majority of content, because that's all that matters until vet trials. DPS in my opinion are judged MUCH more often for a majority of the game for less than ideal damage. There are tons of people who have ZERO clue what light attack weaving is or a rotation for that matter.

    All-in-all though, there absolutely is a shortage of tanks. Maybe not in the upper echelon of content, which I myself enjoy as well, but for 95% of the game, there sure is.
    ESO YouTube Content Creator & Templar Tank/Healer Main
  • Sarannah
    Sarannah
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    Jaustink wrote: »
    1. Fake tanking & long dungeon queues for DPS

    What really lies at the root of this issue? Damage plain and simple. Why do people queue up as fake healers? Because they want to breeze through a random normal realistically with a lot of damage. Why do people queue up as fake tanks? For a faster queue. Why does the queue suck for dps? Because there are not enough tanks & there is a surplus of DPS. Why is this? This is subjective, but this thread is largely subjective and opinionated. It's because tanks aren't fun. Why is it that in ESO, as a tank your only job is to position mobs, CC mobs, keep taunt, and not die? Virtually every other MMO (WoW, FF14, New World, Lost Ark, etc.) has an issue of long queues as dps, but not nearly as bad as ESO. This is because tanks do absolutely no damage. Questing overland & killing overland mobs as a tank is miserable RELATIVE to playing a dps or even healer. It's meant to take longer, otherwise everyone would play tank, but having high-end dps reach > 100k dps and high-end tanks only do 10-15% of that is insane. Even for the average player, the most dps a tank is realistically going to achieve in standard or META tank gear is extremely low. Why not re-do the 1h & shield skill line to add higher damage tooltips?

    This is a touchy subject from a PvP standpoint I suppose, but the META rn is tank-heavy regardless. Tanks shouldn't have any burst damage, but sustained dps for PvE content would be fantastic.

    Puncture - deals X amount of damage each time you puncture, taunts them, and inflicts Major Breach. Why not add a bleed effect like you would think if you actually stabbed somebody with your sword?

    Low Slash - deals X amount of damage each time you puncture, and inflicts them with Minor Maim. Same thing? Add a separate bleed that stacks with puncture.

    Defensive Posture - this is a defensive ability, and shouldn't be changed (in my opinion fundamentally for the sake of this proposal)

    Shield Charge - this ability rushes an enemy, dealing X amount of damage and stunning them for 3 seconds. Make this leave an AOE DOT on the ground similar to stampede, but make it do less damage (60-70% of stampede). Also, make this an AOE stun/group taunt that you can use to rush into enemies, but you have to be a certain distance away from them to use, so it cannot be used repeatedly.

    Power Bash - hit an enemy with your shield dealing X damage, considered an interrupt. Make this apply another DOT of some sort.

    Ultimately, what I would really like to see is tanks pulling a consistent 20-25k dps. For random normal dungeons, for doing pledges, for doing overland content, this will make SO many people want to play tank. You can achieve > 5-6x that on a dps character. Why not make it actually fun to play a tank? How do you level a tank? You either spam dungeons or you do overland content as a dps. What happens if you have 2 brand new players as your 2 dps in a dungeon? That dungeon is going to take FOREVER. Damage is king in this game. Give tanks more damage like literally every other MMO on the market.

    Bad dps is the result of fake tanks. You are moving the issue around, and place the fault with the dps, while that isn't the case. ZOS should enforce roles, granting tanks more DPS won't make a difference. In fact, I'd expect it to get worse, as they are no longer focussing on tanking but on doing dps instead. Causing even more issues than we have now.
    Sorry to say, but your solution isn't a solution, and you misidentified the issue. Atleast in my opinion.
    Jaustink wrote: »
    2. Fake role queueing

    This is a different discussion entirely from the previous one, but my solution here is to prevent you from being able to use the group finder to queue for a role that you are not. If you want to run 3 dps 1 healer, 3 dps 1 tank, or 4 dps group comps in a dungeon, form your own group with that intention. But if you're using a platform given to us by the developers like thr group finder, all new players and many current players expect to play with 1 tank, 1 healer and 2 dps. How do you fix this?? Utilize the skills advisor system - that thing that most of us turn off right when we make a new character. On a warden for example, there are 4 primary skill advisor templates:

    Beast caller - role is damage, primary armor is light, primary stat is magicka
    Savage stalker - role is damage, primary armor is medium, primary stat is stamina
    Guardian of the wild - role is tank, primary armor is heavy, primary stat is health
    Master herbalist - role is healer, primary armor is light, primary stat is magicka

    IF you are a magicka-based (largely-based) DPS character, you should be forced to wear AT least 5 pieces of light armor. If you are labeling yourself as "beast caller" in this instance, the dungeon finder will know based on your armor and your skill advisor selection that you are a dps. You would then be UNABLE to queue as a tank or healer. Once you are queued, you are locked into this DPS role, you cannot change your armor or anything without unqueueing first and once you are in the dungeon, you must keep on that ratio of armor to prevent people from queueing as tank and then switching armor right when they teleport into the dungeon.
    As I said to your point one, you misidentified the issue. Add to that ZOS wants us to be able to play the way we want, this solution isn't one they will ever implement. Enforcing roles, or adding bonusses/reductions to roles are the only things that would work. People should also still be able to switch gear and skills around, as they want/need to in certain situations.

    There are many suggestions, but one of them would be:
    Tank queue: 40% less damage taken, 90% reduced dps.
    Healer queue: 70% reduced DPS, 20% bonus to healing.
    DPS queue: 20% increased dps.

    People should just be prevented to fake queue somehow, as they ruin other players their gameplay. And this happens on a massive scale.
    Jaustink wrote: »
    3. Seals of endeavor

    This system was implemented as a way to create essentially a scapegoat for the finance department at ZOS to say, well you don't HAVE to purchase crown crates, you can earn them in game!! We all know how it really works. The mounts we all really want take close to 7-9 months (don't know the math exactly) to earn and that's if youre logging in daily and doing all the endeavors. #1, open up all challenges - you can complete 5/5 daily challenges and 3/3 weekly challenges. Why isn't this a thing? It doesn't "force" you to do anything. It would speed up this process pretty heavily as well.

    I don't forsee this ever being changed, but thought i'd mention it quickly.
    Bad suggestion, I like endeavours the way it is now. Where we have the choice in what we do. ESO is an MMO, which is meant to be played for a long time. Wanting everything right away, is not for this type of game. Slowly working towards something is fun, and keeps us playing/engaged with the game.

    Jaustink wrote: »
    4. Class change token

    I don't think a class change token is necessary once you understand what the root of the problem is. Before I explain my solution, I want to start off by saying this is **OPTIONAL**. There is no negative to doing this, only positives. It doesn't negatively affect anybody because you can keep things how they are if you are an alt-o-holic OR you can engage in this idea. The reason people want a class-change token is because they want to try other classes without having to level the over-grindy, over-tedious skill lines. Rather than completely revamping them, add more account-wide options to the players (OPTIONS). When you create a character, you should just have the option for account-wide progression OUTSIDE OF certain skill Iines - class skill lines, weapon skill lines, armor skill lines, and crafting skill lines.

    Things that I would like to see being account-wide as an OPTION.

    World skill lines (legerdemain, excavation & scrying, but NOT soul magic)

    Guild skill lines (fighters guild, mages guild, undaunted, thieves guild, dark brotherhood, psijic) - you should have to do all of the associated quests/quest lines to unlock the account-wide option. You shouldn't be able to log in and have level 10 in fighters guild on a level 3 character, but once you complete the quests, it should go to 10 if you've reached that previously on your main

    Assault & support skill lines (NOT alliance rank, just the skill lines)

    Crafting research - I don't think this should be account-wide until you've researched all traits

    Mount training - I don't think this should be account-wide until you've trained up to certain checkpoints (30% and 60% marks respectively in each line; I.e. once you hit 30% in speed on one character, all subsequent characters will be 30% and same goes for 60%) OR you can make this a gold sink similar to inventory space increases and bank space increases, but make it very expensive
    Disagree with everything you said here, and a class change token WOULD affect players other than the ones switching class. In multiple ways even. Other than that, look at my reply at point three: ESO is an MMO, which is meant to be played for a long time. Wanting everything right away, is not for this type of game. Slowly working towards something is fun, and keeps us playing/engaged with the game.
    What is the point in even playing this game, if there is nothing to play towards/for? These suggestions should never ever happen, not even if they were optional. As everything mentioned here affects the entire game and everyone in it.

    Note: This would create the same issue as some other MMO's have, where the playerbase becomes cyclical. Only plays for a month or two after a content release, and then quits in large numbers until the next content release.
    Jaustink wrote: »
    5. Achievements

    What's the point of these? Just bragging rights? I'm a dirty completionist so i've got well > 40,000 achievement points on my main. But outside of me writing that in this post, what's the point? Add a vendor where you get to purchase mounts, costumes, cosmetics, pets, etc. once you hit certain achievement point thresholds. Every 2500 achievement points, you unlock a new cosmetic item you can purchase only with gold and it's bind on pickup.
    This seems like a fun idea, and I would actually like this! ZOS could even tie in achievements with new content. For example the new DLC grants 5k achievement points total, at 4k completed we unlock something(mount, emote, costume, pet, etc). Fun idea! Even though I'm not much of an achievement hunter, there are many players who would love this.
    Edited by Sarannah on January 30, 2023 7:50PM
  • Billium813
    Billium813
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    Instead of creating a single thread that attempts to discuss several disjointed topics (PvP issues, PvE issues, specific skill issues, achievement issues, ect), I recommend just picking 1 issue and starting a thread on THAT issue you have. I think it would make the discussion much easier to follow and comment on.
  • Billium813
    Billium813
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    Jaustink wrote: »

    1. Fake tanking & long dungeon queues for DPS

    What really lies at the root of this issue? Damage plain and simple. Why do people queue up as fake healers? Because they want to breeze through a random normal realistically with a lot of damage. Why do people queue up as fake tanks? For a faster queue. Why does the queue suck for dps? Because there are not enough tanks & there is a surplus of DPS. Why is this? This is subjective, but this thread is largely subjective and opinionated. It's because tanks aren't fun. Why is it that in ESO, as a tank your only job is to position mobs, CC mobs, keep taunt, and not die? Virtually every other MMO (WoW, FF14, New World, Lost Ark, etc.) has an issue of long queues as dps, but not nearly as bad as ESO. This is because tanks do absolutely no damage. Questing overland & killing overland mobs as a tank is miserable RELATIVE to playing a dps or even healer. It's meant to take longer, otherwise everyone would play tank, but having high-end dps reach > 100k dps and high-end tanks only do 10-15% of that is insane. Even for the average player, the most dps a tank is realistically going to achieve in standard or META tank gear is extremely low. Why not re-do the 1h & shield skill line to add higher damage tooltips?

    > Players don't tank because tanking isn't fun

    Well, that's partially true. I do think ESO has an issue with making support roles fun, but I also see some minor decisions they have made recently in dungeon designs to try to remedy that. Unfortunately, that doesn't help base game dungeons. IMO, I would like to see them revamp base game dungeon mechanics as part of upping the difficulty level. They are old and stale and have mostly aged poorly.

    The other issue is that tanking isn't necessary for some content where it's a "required" role! This is a difficulty issue, but also an issue when high level players are allowed to queue for low level content. I would like to see a level restriction that forces high level players to play in Veteran level content. A 2k CP player being able to queue for a normal, base game dungeon just incentivizes that player to queue in a fake role and run through the content.

    > It's because tanks aren't fun ... This is because tanks do absolutely no damage

    Ok, no this is incorrect. Damage => fun is far too simplistic. It's certainly true that video game "Fun", generically means something like "feeling like you contributed or that you were important in the success". However, assuming that "Damage" is the only thing that a player can contribute towards the success of an encounter... that's just a very limited way of looking at it. There are plenty of things ZOS could do to make support roles feel more engaged and necessary, therefore upping that players investment in the content and resulting fun for success. Increasing damage that support roles do... that's the wrong solution.
    Edited by Billium813 on January 30, 2023 7:56PM
  • Agenericname
    Agenericname
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    Jaustink wrote: »
    I am only going to respond to the part about tanks and tanking.

    I dont think that there's a shortage of tanks in ESO. There's a short in the queue, specifically the normal queue.

    Go to a trial group, or go to several, that are doing vet stuff, and support typically fills up first.

    Go into a random queue as a DD in normal vs vet. Vet typically moves faster. That means that the ratio is more balanced.

    Why? I can only really give you my thoughts, or those that I play with. Normals are boring for a well geared/experienced tank. We arent needed and often arent even wanted. Our +40k investment into health is a waste, they dont need max resists or 18.2k pen. In short, we are overkill.

    If a tank were to modify their build they run the risk of being called a fake tank. The ESO community sometimes has a strange double standard with judging a tank by the health pool, but not a DD by their damage.

    Theyre just not a fun place to be. They're way too easy to need a playstyle that requires such a heavy investment into later in the game. So, I stay in the places where a tank is appreciated (sometimes).

    Thanks for your response and happy monday!! :)

    While I love that you're doing random vets & queueing for vets, a majority of the population isn't doing vet trials unfortunately - i wish they were! A large majority of the population does mainly normal dungeons and even when queueing (as a DPS) for a vet dungeon (say for pledges), the queues are extremely long. The reason that queues pop nearly immediately for tanks always is due to that shortage and ratio plain and simple. While normal dungeons 100% are boring compared to vet dungeons, when you do your daily dungeon run for transmutes/XP, because there's no difference in rewards, 99% of people will do a random normal, so even you and I who think normal is boring, will still do that content.

    Secondly, to your point about trial groups, again, if you're in a guild or something, finding tanks for vet trials and even PUGs often times, isn't too tough; however, as a WHOLE relative to the population of the game, there absolutely 100% is a shortage of tanks. More often than not, you are going to be waiting around looking for tanks for trials.

    Thirdly, to your point about resource pools, there is no need outside of a couple instances for tanks to have even > 40K hp. Having close to resistance cap and high resource pools is much more vital to a tank's performance than having 60K hp. I never personally judge tanks on anything other than their ability to taunt the boss and stay alive in a majority of content, because that's all that matters until vet trials. DPS in my opinion are judged MUCH more often for a majority of the game for less than ideal damage. There are tons of people who have ZERO clue what light attack weaving is or a rotation for that matter.

    All-in-all though, there absolutely is a shortage of tanks. Maybe not in the upper echelon of content, which I myself enjoy as well, but for 95% of the game, there sure is.

    What you describing isnt indicative of a shortage in the broader sense. It only really applies in this magnitude in the queue for random normals. Thats indicative of an imbalance.

    If a condition exists where its easier to find a tank in vet content, despite the rewards being the same, then ZOS should spend a little time evaluating why that is the case. Nearly any other solution will be superficial.
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