Taunt indicator that appears ON enemies not just their debuff bar

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CanAPanda
CanAPanda
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We really need an indicator to tell the if a target is taunted and then if it is taunted by you or not plus how long until the taunt falls off. The debuff list in this game is insanely long, so using that to see your taunt duration is pretty difficult especially in fights where you are tanking 2+ enemies. For example when OTing vAS2 or vSS HM Navi statues it is very hard to keep track of which Mini/Statue needs a taunt refresh without relying on addons. Even then addons like Untaunted just give you timer bars with a target name but if all the statues have the same name its impossible to differentiate. All you know is "one of the statues is losing taunt soon".

In most other games that use the better system of threat typically floating health bars over enemies change color based on the threat you have or don't have on them. Something like this but for taunt would be incredibly helpful. Currently it is impossible to attach floating icons to enemies using addons so this is not even a option. You can only attach floating icons to group members and that's it. By floating icons I mean icons that will follow that character around in the game space with them.

Either this or just re-work the threat/taunt system in this game. Its actually crazy that you can be doing 100% of the damage to an enemy and yet it runs off to someone in your group that is like 30m away who hasn't even looked at it yet.
  • Djennku
    Djennku
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    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?
    @Djennku, PCNA.

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  • Oblivion_Protocol
    Oblivion_Protocol
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    You’ve…missed the mark by a country mile. OP isn’t saying that tanking is hard, or that they don’t know how to Taunt and they want the whole process to be easier. They just want a better system for knowing who’s taunted and who isn’t. This isn’t an issue of mechanics. It has nothing to do with skill or practice and everything to do with convenience and quality of life.
  • alpha_synuclein
    alpha_synuclein
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    Djennku wrote: »
    Honestly, this is a learn to play issue. You just need practice to get better. We've all been there at one point, but it's like any new game you pick up; you have to learn how that game plays. You don't start up a pokemon game and expect to play it like COD, right?

    Imo it's a design issue.

    Speaking from a healer perspective, the whole concept of all-in-one, small, moving, non-customizable buff and debuff bars floating in front of you're eyes during combat is really far from ideal.
    There is a reason why we have so many buff/debuff tracking addons.

    The fact that you can learn to deal with crap doesn't mean that crap cannot be improved.
  • Lystrad
    Lystrad
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    So there is a subtle visual effect from taunts but it can be kind of difficult to see in the chaos of other visual effects going off. It's a red effect that appears around the targets head, it seems to be easiest to see on humanoids. It would definitely be nice if it was more pronounced and somewhere that was easier to locate on all enemy types regardless of size.

    I'm also not sure if it's applied by the soft taunts from pulls, but I know I've definitely seen it applied by SnS taunt, undaunted taunt, and arcanist taunt.

    mjbw592w4xoh.png
    Edited by Lystrad on March 31, 2025 10:23PM
  • LootAllTheStuff
    LootAllTheStuff
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    ^ On larger foes, that red effect seems to rise off their back and shoulders as well, making it a bit easier to see.
    Edited by LootAllTheStuff on April 1, 2025 12:09PM
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