I'm happy it's dead. It creates bad habits.
Yep, sadly too many never look to see the big picture.Cooperharley wrote: »
That's a hard agree from me. This change is both petty and mean. Like you say, the set isn't used by endgame players for two reasons:Cooperharley wrote: »While this set may have "functioned against one of their core philosophies of tanking in ESO" (I.e ZOS not wanting an AOE taunt in the game), it actually opened up a very fun avenue of gameplay for tanks, specifically templar tanks, which have historically been underplayed & have under-performed for the last 10 years or so. This set was never used as "META" and was never used as a means to surpass or cheese mechanics. All this change did was remove a very functional & accessible way to tank for beginner & intermediate tanks.
This change is extremely out-of-touch in my opinion.
That actually seems plausible. More of an explanation than an excuse, if true. I personally have no idea what the taunt changes are about, or why they would be necessary, yet. If ZOS were worried about console, all they really needed was implement the Untaunted addon for console, as far as I'm concerned.Maybe the spaghetti code and the proposed graphical taunt changes didn't get along? A dev looked in the available resources fund, found 3 dollars fifty, some string and a red-7 uno card, and just went 'scrap it'?
BejaProphet wrote: »I very begrudgingly agree with the developers on this one.
Tanking is 99% of what I do in this game. And of late I’ve spent more time on my templar tank than my dragon knight tank. I use tormentors for the aoe taunt. I loved it dearly. I say all this to highlight the extraordinary nature of my agreeing with the nerf, because this one hits me directly.
All you Templars who use this set know as well as I do: this set with explosive charge was reficulously over powered. The broader eso player base failing to notice how OP it was does not change that. Templars are wrongly written off as inrellivant when it comes to tanking. This is a huge mistake because they are incredible. They are written off because they don’t buff dps as much. As result this amazing combo flew under the radar. But all of you who are upset know that I’m, right. This combo enabled us to do things that are simply outside the scope of this game otherwise.
I hate the nerf. But they are right.
WhiteCoatSyndrome wrote: »Speaking as someone who usually doesn’t tank, I guess I need to find another relatively idiot-proof set for my Warden. 😕
BejaProphet wrote: »I very begrudgingly agree with the developers on this one.
Tanking is 99% of what I do in this game. And of late I’ve spent more time on my templar tank than my dragon knight tank. I use tormentors for the aoe taunt. I loved it dearly. I say all this to highlight the extraordinary nature of my agreeing with the nerf, because this one hits me directly.
All you Templars who use this set know as well as I do: this set with explosive charge was reficulously over powered. The broader eso player base failing to notice how OP it was does not change that. Templars are wrongly written off as inrellivant when it comes to tanking. This is a huge mistake because they are incredible. They are written off because they don’t buff dps as much. As result this amazing combo flew under the radar. But all of you who are upset know that I’m, right. This combo enabled us to do things that are simply outside the scope of this game otherwise.
I hate the nerf. But they are right.
BejaProphet wrote: »You can be op in ways other than damage. My templar can currently, with a single skill, have 100% aggro the entire fight and survive it with no healer. And I’m talking about vet DLC dungeons. Consider HM moon hunter keep with adds crucial for you to grab. One button. I win.
But to the key is the vision for the game itself. They don’t want the tank able to control every creature every fight. They want that to be an extremely engaging goal. They want DDs to have to notice the minor threats engaging them and react. They want to avoid dungeons merely being going through your rotation. That is THEIR vision for the game. Tormentor single handily departs from that vision. If you think complete aggro dominance is not immensely beneficial to a dungeon group then we are living in two different worlds.
The problem is OP is being reduced to nothing more than trials or a DPS parse.
If you think like that of course you won’t see my point, or theirs.
BejaProphet wrote: »You can be op in ways other than damage. My templar can currently, with a single skill, have 100% aggro the entire fight and survive it with no healer. And I’m talking about vet DLC dungeons. Consider HM moon hunter keep with adds crucial for you to grab. One button. I win.
But to the key is the vision for the game itself. They don’t want the tank able to control every creature every fight. They want that to be an extremely engaging goal. They want DDs to have to notice the minor threats engaging them and react. They want to avoid dungeons merely being going through your rotation. That is THEIR vision for the game. Tormentor single handily departs from that vision. If you think complete aggro dominance is not immensely beneficial to a dungeon group then we are living in two different worlds.
The problem is OP is being reduced to nothing more than trials or a DPS parse.
If you think like that of course you won’t see my point, or theirs.
BejaProphet wrote: »You can be op in ways other than damage. My templar can currently, with a single skill, have 100% aggro the entire fight and survive it with no healer. And I’m talking about vet DLC dungeons. Consider HM moon hunter keep with adds crucial for you to grab. One button. I win.
But to the key is the vision for the game itself. They don’t want the tank able to control every creature every fight. They want that to be an extremely engaging goal. They want DDs to have to notice the minor threats engaging them and react. They want to avoid dungeons merely being going through your rotation. That is THEIR vision for the game. Tormentor single handily departs from that vision. If you think complete aggro dominance is not immensely beneficial to a dungeon group then we are living in two different worlds.
The problem is OP is being reduced to nothing more than trials or a DPS parse.
If you think like that of course you won’t see my point, or theirs.
BejaProphet wrote: »You can be op in ways other than damage. My templar can currently, with a single skill, have 100% aggro the entire fight and survive it with no healer. And I’m talking about vet DLC dungeons. Consider HM moon hunter keep with adds crucial for you to grab. One button. I win.
But to the key is the vision for the game itself. They don’t want the tank able to control every creature every fight. They want that to be an extremely engaging goal. They want DDs to have to notice the minor threats engaging them and react. They want to avoid dungeons merely being going through your rotation. That is THEIR vision for the game. Tormentor single handily departs from that vision. If you think complete aggro dominance is not immensely beneficial to a dungeon group then we are living in two different worlds.
The problem is OP is being reduced to nothing more than trials or a DPS parse.
If you think like that of course you won’t see my point, or theirs.
BejaProphet wrote: »If their vision for tanking is the correct one is a different conversation. But it is objectively true that this set departs from it.
BejaProphet wrote: »You can be op in ways other than damage. My templar can currently, with a single skill, have 100% aggro the entire fight and survive it with no healer. And I’m talking about vet DLC dungeons. Consider HM moon hunter keep with adds crucial for you to grab. One button. I win.
But to the key is the vision for the game itself. They don’t want the tank able to control every creature every fight. They want that to be an extremely engaging goal. They want DDs to have to notice the minor threats engaging them and react. They want to avoid dungeons merely being going through your rotation. That is THEIR vision for the game. Tormentor single handily departs from that vision. If you think complete aggro dominance is not immensely beneficial to a dungeon group then we are living in two different worlds.
The problem is OP is being reduced to nothing more than trials or a DPS parse.
If you think like that of course you won’t see my point, or theirs.
This doesn’t make any sense. If you were a veteran player, or ever spoken to one about this set, all of them will tell you 1000% you do NOT need an AOE taunt in this game. It’s been designed around that not being available and so tanks are given other better tools, like control abilities to immobilize adds (something Templar is lacking in BTW). DK talons has the same “one button I win” disposition from your statement, it even gives minor maim AND a synergy.
This change hurts the fun of Templar and werewolf tanking for nothing but lip service to an empty statement from devs about “core philosophy”. Their core philosophy should be for the fun of the game. This is like the same language they used when they were changing the dot timers around for no reason a year or two ago. The reality is they don’t have a solid philosophical vision for the game that they can execute on.