Tanking is different in ESO. There are so many group pulls, that it is only the tanks job to grab the one or two hard hitters while dps fend for themselves burning down the rest.
That being said, are you using enough aoe skills? My sorc tank gets aggro on too many mobs sometimes when I'm dropping my aoe spells down.
Also from my experience the 15 second taunts are iron clad. I can use the ability and run around kiting and the taunted mob always chases.
It's not different, this is how Holy Trinity started off in the 90s before group roles were really defined. The guy in the best armor grabbed the biggest dude while the rest of the group worked on everyone else, but you didn't have threat meters or CDs to roll through or anything like that. You just saw a group of monsters, grabbed one, and that's it.
It's a really boring way to play a tank. I like pulling a group and having it punch me in the face, controlling where the mobs are positioned and which way they are facing to help group survivability and max their DPS. This is why the "Holy Trinity" PvE aspect evolved into what WoW provided. WoW has done a lot of things wrong, but that was something they nailed, which is why everyone expects PvE to play that way now. It's just much, much better.
No, WoW in its current form has no strategy. When it was new, Warriors were stance dancing, DPS had to watch aggro because tanks didn't have AoE skills to spam, it was highly tab-targetting single-target threat (yes we could thunderclap and shockwave but both those skills generated garbage threat back then), even Healers could pull threat well after a pull began if they were having to drop big heals too often, and they'd have to run to the tank so he could get aggro back asap. It made every role feel necessary and made people feel needed.You cannot be serious...WoW trinity has no strategy at all. Tank grabs everything and AFK's, DPS slams buttons for maximom numbarz, healer occasionally presses a button. There is nothing I miss about WoW's version of "trinity".
Well-designed "Holy Trinity" mechanics don't make "easy mode" either, it makes people talk and firmly defines roles, while making everyone feel necessary and valuable to the group.thedemiseraphb14_ESO wrote: »I like that it is NOT easy mode. Tank can't just play god and stand there holding everything. The other players still have to play.
Well-designed "Holy Trinity" mechanics don't make "easy mode" either, it makes people talk and firmly defines roles, while making everyone feel necessary and valuable to the group.thedemiseraphb14_ESO wrote: »I like that it is NOT easy mode. Tank can't just play god and stand there holding everything. The other players still have to play.
It also makes the game "fun". I don't care how "hard" it is (which this game really isn't, not due to challenging mechanics at least), if it's boring, it isn't worthwhile when I'm paying money for entertainment.
Which is something a *lot* of people who defend this game seem to be forgetting. People don't pay for games to be bored and work for reward. People work for money, work can be boring, work can be stressful, work is pain for reward. People take that reward to pay for games in the hopes of an immediate reward of escaping life for a few moments and unwinding. This game isn't delivering. We can argue hardcore vs casual vs whatever we want, it doesn't matter, this game just isn't going to sustain itself the way it is right now, and it's because the people that made the game didn't do their work well enough.
We can, but it isn't like the problems are just going to "blow over" and the game will simply remain the way it is for the people who *do* like it the way it is. There are serious problems here that need to be addressed. You'll see soon. They are going to start doing things to this game to either appeal more to the people that dislike how it is right now and really upset the people that love the way it is right now, *or* start implementing ways to squeeze even more money out of the people who continue to play it (through more paid services for in-game bonuses, ie. increase the bag space cap, things like that) to try and make up for their poor design decisions causing monetary loss.We'll just have to agree to disagree then.
We can, but it isn't like the problems are just going to "blow over" and the game will simply remain the way it is for the people who *do* like it the way it is. There are serious problems here that need to be addressed. You'll see soon. They are going to start doing things to this game to either appeal more to the people that dislike how it is right now and really upset the people that love the way it is right now, *or* start implementing ways to squeeze even more money out of the people who continue to play it (through more paid services for in-game bonuses, ie. increase the bag space cap, things like that) to try and make up for their poor design decisions causing monetary loss.We'll just have to agree to disagree then.
It doesn't just go away. This game was a huge investment that went out into the world 15 years later than when it would've been a big hit, they're going to feel the effects of the mistake and be scrambling to recoup. And honestly, I think that it'll go the latter route, ATMing the people who can't let go for all they're worth, because the loyal customers are the ones that usually pay the most when bad things like this happens.
It's not different, this is how Holy Trinity started off in the 90s before group roles were really defined. The guy in the best armor grabbed the biggest dude while the rest of the group worked on everyone else, but you didn't have threat meters or CDs to roll through or anything like that. You just saw a group of monsters, grabbed one, and that's it.
It's a really boring way to play a tank. I like pulling a group and having it punch me in the face, controlling where the mobs are positioned and which way they are facing to help group survivability and max their DPS. This is why the "Holy Trinity" PvE aspect evolved into what WoW provided. WoW has done a lot of things wrong, but that was something they nailed, which is why everyone expects PvE to play that way now. It's just much, much better.
You cannot be serious...WoW trinity has no strategy at all. Tank grabs everything and AFK's, DPS slams buttons for maximom numbarz, healer occasionally presses a button. There is nothing I miss about WoW's version of "trinity".
Give this game a chance, give strategy a chance, give thought process involved with tanking a chance. If you still don't like it in a few months from now at 50, then ESO isn't for you and you should find a game that is!
korwinthale wrote: »@MrDrez a tank should be able to at least keep the fight from becoming the huge clusterf^ck that it is now.
Take "tank" out of the equation. Just make sure you have a melee DPS in Heavy Armor and that's your replacement.Alright, so it sounds like the first part of an ESO dungeon party is a healer who can protect himself, because he can't count on the tank to do it for him. Check.
It also sounds like you need a tank who can put down some damage, or at least root/CC mobs because he can't count on threat generation alone to control mobs. Check.
What else do we need? I'm not asking rhetorically; I want to know seriously, what you guys think you need to do to be successful in dungeons in ESO right now, as the game currently is. No judgements, no complaining about what the game should be, I just want to work with what we've got.